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

会议来源 全部会议

机器学习与综合 AI

自然语言处理

计算机视觉

数据挖掘与 Web

多媒体与图形学

未选择时检索全部会议
支持跨会议组合检索,PDF 均跳转至官方来源
1,093篇论文匹配“3D Rendering & Reconstruction”
第 29 / 55 页

Computer Vision · 3D Rendering & Reconstruction

Samuel Li, Pujith Kachana, Prajwal Chidananda, Saurabh Nair, Yasutaka Furukawa, Matthew A Brown

Estimating agent pose and 3D scene structure from multi-camera rigs is a central task in embodied AI applications such as autonomous driving. Recent learned approaches such as DUSt3R have shown impressive performance in multiview settings. However, these models treat images as unstructured collections, limiting effectiveness in scenarios where frames are captured from synchronized rigs with known or inferable structure. To this end, we introduce Rig3R, a generalization of prior multiview reconstruction models that incorporates rig structure when available, and learns to infer it when not. Rig3R conditions on optional rig metadata including camera ID, time, and rig poses to develop a rig-aware latent space that remains robust to missing information. It jointly predicts pointmaps and two types of raymaps: a pose raymap relative to a global frame, and a rig raymap relative to a rig-centric frame consistent across time. Rig raymaps allow the model to infer rig structure directly from input images when metadata is missing. The global pose raymaps allow the model to reason about the agent’s ego-motion, while the rig raymaps allow the model to infer rig structure directly from input images when metadata is missing. Rig3R achieves state-of-the-art performance in 3D reconstruction, camera pose estimation, and rig discovery -- outperforming both traditional and learned methods by 17-45% mAA across diverse real-world rig datasets, all in a single forward pass without post-processing or iterative refinement.

Computer Vision · 3D Rendering & Reconstruction

Yang Chen, Yirun Zhou, Weizhong Zhang, Cheng Jin

Point cloud completion, aiming to reconstruct missing part from incomplete point clouds, is a pivotal task in 3D computer vision. Traditional supervised approaches often necessitate complete point clouds for training supervision, which are not readily accessible in real-world applications. Recent studies have attempted to mitigate this dependency by employing self-supervise mechanisms. However, these approaches frequently yield suboptimal results due to the absence of complete structure in the point cloud data during training. To address these issues, in this paper, we propose an effective framework to complete the point cloud under the guidance of self learned complete structure. A key contribution of our work is the development of a novel self-supervised complete structure reconstruction module, which can learn the complete structure explicitly from incomplete point clouds and thus eliminate the reliance on training data from complete point clouds. Additionally, we introduce a contrastive learning approach at both the cluster- and instance-level to extract shape features guided by the complete structure and to capture style features, respectively. This dual-level learning design ensures that the generated point clouds are both shape-completed and detail-preserving. Extensive experiments on both synthetic and real-world datasets demonstrate that our approach significantly outperforms state-of-the-art self-supervised methods.

Computer Vision · 3D Rendering & Reconstruction

Tao Wang, Mengyu Li, Geduo Zeng, Cheng Meng, Qiong Zhang

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for radiance field rendering, but it typically requires millions of redundant Gaussian primitives, overwhelming memory and rendering budgets. Existing compaction approaches address this by pruning Gaussians based on heuristic importance scores, without global fidelity guarantee. To bridge this gap, we propose a novel optimal transport perspective that casts 3DGS compaction as global Gaussian mixture reduction. Specifically, we first minimize the composite transport divergence over a KD-tree partition to produce a compact geometric representation, and then decouple appearance from geometry by fine-tuning color and opacity attributes with far fewer Gaussian primitives. Experiments on benchmark datasets show that our method (i) yields negligible loss in rendering quality (PSNR, SSIM, LPIPS) compared to vanilla 3DGS with only 10\% Gaussians; and (ii) consistently outperforms state-of-the-art 3DGS compaction techniques. Notably, our method is applicable to any stage of vanilla or accelerated 3DGS pipelines, providing an efficient and agnostic pathway to lightweight neural rendering.

Computer Vision · 3D Rendering & Reconstruction

Sasan Sharifipour, Constantino Álvarez Casado, Mohammad Sabokrou, Miguel Bordallo Lopez

Training deep learning models for point cloud prediction tasks such as shape completion and generation depends critically on loss functions that measure discrepancies between predicted and ground-truth point sets. Commonly used functions such as Chamfer Distance (CD), HyperCD, InfoCD and Density-aware CD rely on nearest-neighbor assignments, which often induce many-to-one correspondences, leading to point congestion in dense regions and poor coverage in sparse regions. These losses also involve non-differentiable operations due to index selection, which may affect gradient-based optimization. Earth Mover Distance (EMD) enforces one-to-one correspondences and captures structural similarity more effectively, but its cubic computational complexity limits its practical use. We propose the Adaptive Probabilistic Matching Loss (APML), a fully differentiable approximation of one-to-one matching that leverages Sinkhorn iterations on a temperature-scaled similarity matrix derived from pairwise distances. We analytically compute the temperature to guarantee a minimum assignment probability, eliminating manual tuning. APML achieves near-quadratic runtime, comparable to Chamfer-based losses, and avoids non-differentiable operations. When integrated into state-of-the-art architectures (PoinTr, PCN, FoldingNet) on ShapeNet benchmarks and on a spatio‑temporal Transformer (CSI2PC) that generates 3‑D human point clouds from WiFi‑CSI measurements, APM loss yields faster convergence, superior spatial distribution, especially in low-density regions, and improved or on-par quantitative performance without additional hyperparameter search. The code is available at: https://github.com/apm-loss/apml.

Computer Vision · 3D Rendering & Reconstruction

Zhanwei Zhang, kaiyuan liu, Junjie Liu, Wenxiao Wang, Binbin Lin, Liang Xie, Chen Shen, Deng Cai

Local geometry-controllable computer-aided design (CAD) generation aims to modify local parts of CAD models automatically, enhancing design efficiency. It also ensures that the shapes of newly generated local parts follow user-specific geometric instructions (e.g., an isosceles right triangle or a rectangle with one corner cut off). However, existing methods encounter challenges in achieving this goal. Specifically, they either lack the ability to follow textual instructions or are unable to focus on the local parts. To address this limitation, we introduce GeoCAD, a user-friendly and local geometry-controllable CAD generation method. Specifically, we first propose a complementary captioning strategy to generate geometric instructions for local parts. This strategy involves vertex-based and VLLM-based captioning for systematically annotating simple and complex parts, respectively. In this way, we caption $\sim$221k different local parts in total. In the training stage, given a CAD model, we randomly mask a local part. Then, using its geometric instruction and the remaining parts as input, we prompt large language models (LLMs) to predict the masked part. During inference, users can specify any local part for modification while adhering to a variety of predefined geometric instructions. Extensive experiments demonstrate the effectiveness of GeoCAD in generation quality, validity and text-to-CAD consistency.

Computer Vision · 3D Rendering & Reconstruction

Chuang Wang, Haitao Zhou, Ling Luo, Qian Yu

3D vector graphics play a crucial role in various applications including 3D shape retrieval, conceptual design, and virtual reality interactions due to their ability to capture essential structural information with minimal representation. While recent approaches have shown promise in generating 3D vector graphics, they often suffer from lengthy processing times and struggle to maintain view consistency. To address these limitations, we propose VC3D (**V**iew**C**raft**3D**), an efficient method that leverages 3D priors to generate 3D vector graphics. Specifically, our approach begins with 3D object analysis, employs a geometric extraction algorithm to fit 3D vector graphics to the underlying structure, and applies view-consistent refinement process to enhance visual quality. Our comprehensive experiments demonstrate that VC3D outperforms previous methods in both qualitative and quantitative evaluations, while significantly reducing computational overhead. The resulting 3D sketches maintain view consistency and effectively capture the essential characteristics of the original objects.

Computer Vision · 3D Rendering & Reconstruction

Jack Goffinet, Youngjo Min, Carlo Tomasi, David Carlson

Accurate and scalable quantification of animal pose and appearance is crucial for studying behavior. Current 3D pose estimation techniques, such as keypoint- and mesh-based techniques, often face challenges including limited representational detail, labor-intensive annotation requirements, and expensive per-frame optimization. These limitations hinder the study of subtle movements and can make large-scale analyses impractical. We propose *Pose Splatter*, a novel framework leveraging shape carving and 3D Gaussian splatting to model the complete pose and appearance of laboratory animals without prior knowledge of animal geometry, per-frame optimization, or manual annotations. We also propose a rotation-invariant visual embedding technique for encoding pose and appearance, designed to be a plug-in replacement for 3D keypoint data in downstream behavioral analyses. Experiments on datasets of mice, rats, and zebra finches show *Pose Splatter* learns accurate 3D animal geometries. Notably, *Pose Splatter* represents subtle variations in pose, provides better low-dimensional pose embeddings over state-of-the-art as evaluated by humans, and generalizes to unseen data. By eliminating annotation and per-frame optimization bottlenecks, *Pose Splatter* enables analysis of large-scale, longitudinal behavior needed to map genotype, neural activity, and behavior at high resolutions.

Computer Vision · 3D Rendering & Reconstruction

Feiran Wang, Jiachen Tao, Junyi Wu, Haoxuan Wang, Bin Duan, Kai Wang, Zongxin Yang, Yan Yan

X-ray imaging is indispensable in medical diagnostics, yet its use is tightly regulated due to radiation exposure. Recent research borrows representations from the 3D reconstruction area to complete two tasks with reduced radiation dose: X-ray Novel View Synthesis (NVS) and Computed Tomography (CT) reconstruction. However, these representations fail to fully capture the penetration and attenuation properties of X-ray imaging as they originate from visible light imaging. In this paper, we introduce X-Field, a 3D representation informed in the physics of X-ray imaging. First, we employ homogeneous 3D ellipsoids with distinct attenuation coefficients to accurately model diverse materials within internal structures. Second, we introduce an efficient path-partitioning algorithm that resolves the intricate intersection of ellipsoids to compute cumulative attenuation along an X-ray path. We further propose a hybrid progressive initialization to refine the geometric accuracy of X-Field and incorporate material-based optimization to enhance model fitting along material boundaries. Experiments show that X-Field achieves superior visual fidelity on both real-world human organ and synthetic object datasets, outperforming state-of-the-art methods in X-ray NVS and CT Reconstruction.

Computer Vision · 3D Rendering & Reconstruction

Jack Nugent, Siyang Wu, Zeyu Ma, Beining Han, Meenal Parakh, Abhishek Joshi, Lingjie Mei, Alexander Raistrick, Xinyuan Li, Jia Deng

Recent years have witnessed substantial progress on monocular depth estimation, particularly as measured by the success of large models on standard benchmarks. However, performance on standard benchmarks does not offer a complete assessment, because most evaluate accuracy but not robustness. In this work, we introduce PDE (Procedural Depth Evaluation), a new benchmark which enables systematic evaluation of robustness to changes in 3D scene content. PDE uses procedural generation to create 3D scenes that test robustness to various controlled perturbations, including object, camera, material and lighting changes. Our analysis yields interesting findings on what perturbations are challenging for state-of-the-art depth models, which we hope will inform further research. Code and data are available at https://github.com/princeton-vl/proc-depth-eval.

Computer Vision · 3D Rendering & Reconstruction

Zhening Huang, Xiaoyang Wu, Fangcheng Zhong, Hengshuang Zhao, Matthias Niessner, Joan Lasenby

We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines, such as object individuality, articulation, and high-quality physically based rendering (PBR) materials. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and object set with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar artist-crafted 3D models from a curated asset database. The Material Painting module further enhances realism by recovering high-quality, spatially varying materials from observed images. Finally, the reconstructed scene is integrated into a simulation engine, where basic physical properties are assigned to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital-twin systems. In addition, LiteReality introduces a training-free object-retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD dataset, along with a robust Material Painting module capable of transferring appearances from images of any style to 3D assets—even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-world scans and standard public datasets.

Computer Vision · 3D Rendering & Reconstruction

Erich Liang, Roma Bhattacharjee, Sreemanti Dey, Rafael Moschopoulos, Caitlin Wang, Michel Liao, Grace Tan, Andrew Wang, Karhan Kayan, Stamatis Alexandropoulos 等

Accurately tracking camera intrinsics is crucial for achieving 3D understanding from 2D video. However, most 3D algorithms assume that camera intrinsics stay constant throughout a video, which is often not true for many real-world in-the-wild videos. A major obstacle in this field is a lack of dynamic camera intrinsics benchmarks--existing benchmarks typically offer limited diversity in scene content and intrinsics variation, and none provide per-frame intrinsic changes for consecutive video frames. In this paper, we present Intrinsics in Flux (InFlux), a real-world benchmark that provides per-frame ground truth intrinsics annotations for videos with dynamic intrinsics. Compared to prior benchmarks, InFlux captures a wider range of intrinsic variations and scene diversity, featuring 143K+ annotated frames from 386 high-resolution indoor and outdoor videos with dynamic camera intrinsics. To ensure accurate per-frame intrinsics, we build a comprehensive lookup table of calibration experiments and extend the Kalibr toolbox to improve its accuracy and robustness. Using our benchmark, we evaluate existing baseline methods for predicting camera intrinsics and find that most struggle to achieve accurate predictions on videos with dynamic intrinsics. For the dataset, code, videos, and submission, please visit https://influx.cs.princeton.edu/.

Computer Vision · 3D Rendering & Reconstruction

Hoang Chuong Nguyen, Wei Mao, Jose M. Alvarez, Miaomiao Liu

3D Gaussian Splatting (3DGS) has recently emerged as a fast, high-quality method for novel view synthesis (NVS). However, its use of low-degree spherical harmonics limits its ability to capture spatially varying color and view-dependent effects such as specular highlights. Existing works augment Gaussians with either a global texture map, which struggles with complex scenes, or per-Gaussian texture maps, which introduces high storage overhead. We propose Image-Based Gaussian Splatting, an efficient alternative that leverages high-resolution source images for fine details and view-specific color modeling. Specifically, we model each pixel color as a combination of a base color from standard 3DGS rendering and a learned residual inferred from neighboring training images. This promotes accurate surface alignment and enables rendering images of high-frequency details and accurate view-dependent effects. Experiments on standard NVS benchmarks show that our method significantly outperforms prior Gaussian Splatting approaches in rendering quality, without increasing the storage footprint.

Computer Vision · 3D Rendering & Reconstruction

Shaohan Li, Yunpeng Shi, Gilad Lerman

We introduce Cycle-Sync, a robust and global framework for estimating camera poses (both rotations and locations). Our core innovation is a location solver that adapts message-passing least squares (MPLS) - originally developed for group synchronization - to the camera localization setting. We modify MPLS to emphasize cycle-consistent information, redefine cycle consistencies using estimated distances from previous iterations, and incorporate a Welsch-type robust loss. We establish the strongest known deterministic exact-recovery guarantee for camera location estimation, demonstrating that cycle consistency alone enables the lowest sample complexity to date. To further boost robustness, we introduce a plug-and-play outlier rejection module inspired by robust subspace recovery, and we fully integrate cycle consistency into MPLS for rotation averaging. Our global approach avoids the need for bundle adjustment. Experiments on synthetic and real datasets show that Cycle-Sync consistently outperforms leading pose estimators, including full structure-from-motion pipelines with bundle adjustment.

Computer Vision · 3D Rendering & Reconstruction

Changguang WU, Jiangxin Dong, Chengjian Li, Jinhui Tang

We present *Plenodium* (*plenoptic medium*), an effective and efficient 3D representation framework capable of jointly modeling both objects and the participating medium. In contrast to existing medium representations that rely solely on view-dependent modeling, our novel plenoptic medium representation incorporates both directional and positional information through spherical harmonics encoding, enabling highly accurate underwater scene reconstruction. To address the initialization challenge in degraded underwater environments, we propose the pseudo-depth Gaussian complementation to augment COLMAP-derived point clouds with robust depth priors. In addition, a depth ranking regularized loss is developed to optimize the geometry of the scene and improve the ordinal consistency of the depth maps. Extensive experiments on real-world underwater datasets demonstrate that our method achieves significant improvements in 3D reconstruction. Furthermore, we construct a simulated dataset with GT and the controllable scattering medium to demonstrate the restoration capability of our method in underwater scenarios.

Computer Vision · 3D Rendering & Reconstruction

Haoran Zhou, Gim Hee Lee

Recent advancements in foundation models for 2D vision have substantially improved the analysis of dynamic scenes from monocular videos. However, despite their strong generalization capabilities, these models often lack 3D consistency, a fundamental requirement for understanding scene geometry and motion, thereby causing severe spatial misalignment and temporal flickering in complex 3D environments. In this paper, we present Motion4D, a novel framework that addresses these challenges by integrating 2D priors from foundation models into a unified 4D Gaussian Splatting representation. Our method features a two-part iterative optimization framework: 1) Sequential optimization, which updates motion and semantic fields in consecutive stages to maintain local consistency, and 2) Global optimization, which jointly refines all attributes for long-term coherence. To enhance motion accuracy, we introduce a 3D confidence map that dynamically adjusts the motion priors, and an adaptive resampling process that inserts new Gaussians into under-represented regions based on per-pixel RGB and semantic errors. Furthermore, we enhance semantic coherence through an iterative refinement process that resolves semantic inconsistencies by alternately optimizing the semantic fields and updating prompts of SAM2. Extensive evaluations demonstrate that our Motion4D significantly outperforms both 2D foundation models and existing 3D-based approaches across diverse scene understanding tasks, including point-based tracking, video object segmentation, and novel view synthesis. Our code is available at https://hrzhou2.github.io/motion4d-web/.

Computer Vision · 3D Rendering & Reconstruction

Pol Caselles RIco, Francesc Moreno-Noguer

Existing 3D face modeling methods usually depend on 3D Morphable Models, which inherently constrain the representation capacity to fixed shape priors. Optimization-based approaches offer high-quality reconstructions but tend to be computationally expensive. In this work, we introduce GLVD, a hybrid method for 3D face reconstruction from few-shot images that extends Learned Vertex Descent (LVD) by integrating per-vertex neural field optimization with global structural guidance from dynamically predicted 3D keypoints. By incorporating relative spatial encoding, GLVD iteratively refines mesh vertices without requiring dense 3D supervision. This enables expressive and adaptable geometry reconstruction while maintaining computational efficiency. GLVD achieves state-of-the-art performance in single-view settings and remains highly competitive in multi-view scenarios, all while substantially reducing inference time.

Computer Vision · 3D Rendering & Reconstruction

Geng Chen, Pengfei Ren, Xufeng Jian, Haifeng Sun, Menghao Zhang, Qi Qi, Zirui Zhuang, Jing Wang, Jianxin Liao, Jingyu Wang

Multi-view 3D human pose estimation (HPE) leverages complementary information across views to improve accuracy and robustness. Traditional methods rely on camera calibration to establish geometric correspondences, which is sensitive to calibration accuracy and lacks flexibility in dynamic settings. Calibration-free approaches address these limitations by learning adaptive view interactions, typically leveraging expressive and flexible continuous representations. However, as the multiview interaction relationship is learned entirely from data without constraint, they are vulnerable to noisy input, which can propagate, amplify and accumulate errors across all views, severely corrupting the final estimated pose. To mitigate this, we propose a novel framework that integrates a noise-resilient discrete prior into the continuous representation-based model. Specifically, we introduce the \textit{UniCodebook}, a unified, compact, robust, and discrete representation complementary to continuous features, allowing the model to benefit from robustness to noise while preserving regression capability. Furthermore, we further propose an attribute-preserving and complementarity-enhancing Discrete-Continuous Spatial Attention (DCSA) mechanism to facilitate interaction between discrete priors and continuous pose features. Extensive experiments on three representative datasets demonstrate that our approach outperforms both calibration-required and calibration-free methods, achieving state-of-the-art performance.

Computer Vision · 3D Rendering & Reconstruction

Wanhua Li, Yujie Zhao, Minghan Qin, Yang Liu, Yuanhao Cai, Chuang Gan, Hanspeter Pfister

In this paper, we introduce LangSplatV2, which achieves high-dimensional feature splatting at 476.2 FPS and 3D open-vocabulary text querying at 384.6 FPS for high-resolution images, providing a 42 × speedup and a 47 × boost over LangSplat respectively, along with improved query accuracy. LangSplat employs Gaussian Splatting to embed 2D CLIP language features into 3D, significantly enhancing speed and learning a precise 3D language field with SAM semantics. Such advancements in 3D language fields are crucial for applications that require language interaction within complex scenes. However, LangSplat does not yet achieve real- time performance (8.2 FPS), even with advanced A100 GPUs, severely limiting its broader application. In this paper, we first conduct a detailed time analysis of LangSplat, identifying the heavyweight decoder as the primary speed bottleneck. Our solution, LangSplatV2 assumes that each Gaussian acts as a sparse code within a global dictionary, leading to the learning of a 3D sparse coefficient field that entirely eliminates the need for a heavyweight decoder. By leveraging this sparsity, we further propose an efficient sparse coefficient splatting method with CUDA optimization, rendering high-dimensional feature maps at high quality while incurring only the time cost of splatting an ultra-low-dimensional feature. Our experimental results demonstrate that LangSplatV2 not only achieves better or competitive query accuracy but is also significantly faster. Codes and demos are available at our project page: https://langsplat-v2.github.io.

Computer Vision · 3D Rendering & Reconstruction

Zirui Wang, Wenjing Bian, Xinghui Li, Yifu Tao, Jianeng Wang, Maurice Fallon, Victor Prisacariu

We introduce Oxford Day-and-Night, a large-scale, egocentric dataset for novel view synthesis (NVS) and visual relocalisation under challenging lighting conditions. Existing datasets often lack crucial combinations of features such as ground-truth 3D geometry, wide-ranging lighting variation, and full 6DoF motion. Oxford Day-and-Night addresses these gaps by leveraging Meta ARIA glasses to capture egocentric video and applying multi-session SLAM to estimate camera poses, reconstruct 3D point clouds, and align sequences captured under varying lighting conditions, including both day and night. The dataset spans over 30 km of recorded trajectories and covers an area of $40{,}000\mathrm{m}^2$, offering a rich foundation for egocentric 3D vision research. It supports two core benchmarks, NVS and relocalisation, providing a unique platform for evaluating models in realistic and diverse environments. Project page: https://oxdan.active.vision/

Computer Vision · 3D Rendering & Reconstruction

Yuchen Li, Chaoran Feng, Zhenyu Tang, Kaiyuan Deng, Wangbo Yu, Yonghong Tian, Li Yuan

We introduce GS2E (Gaussian Splatting to Event Generation), a large-scale synthetic event dataset designed for high-fidelity event vision tasks, captured from real-world sparse multi-view RGB images. Existing event datasets are often synthesized from dense RGB videos, which typically suffer from limited viewpoint diversity and geometric inconsistency, or rely on expensive, hard-to-scale hardware setups. GS2E addresses these limitations by first reconstructing photorealistic static scenes using 3D Gaussian Splatting, followed by a novel, physically-informed event simulation pipeline. This pipeline integrates adaptive trajectory interpolation with physically-consistent event contrast threshold modeling. As a result, it generates temporally dense and geometrically consistent event streams under diverse motion and lighting conditions, while maintaining strong alignment with the underlying scene structure. Experimental results on event-based 3D reconstruction highlight GS2E’s superior generalization capabilities and its practical value as a benchmark for advancing event vision research.