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1,093篇论文匹配“3D Rendering & Reconstruction”
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Fudong Ge, Jin Gao, Hanshi Wang, Yiwei Zhang, Ke Wang, Weiming Hu, Zhipeng Zhang

This paper tackles the challenging task of achieving storage-efficient yet high-fidelity motion representation in large-scale dynamic 3D Gaussian Splatting. Our motivation stems from the truth that existing urban-scale methods, which rely on massive and unstructured individual Gaussians for scene modeling, face a critical scalability bottleneck. Inspired by recent advances in the 3DGS-based compression beyond autonomous driving, we address this challenge by leveraging the compression capability of anchor-driven methods. However, this is non-trivial as our exploratory experiments reveal that the direct application of this paradigm to dynamic, large-scale urban scenes results in performance degradation. We attribute this phenomenon to the hierarchical anchor design that severely loses dynamic information. To this end, we propose Hierarchical Dynamic Gaussian Splatting (HDGS), a novel framework designed to adapt the anchor-based Gaussian paradigm to 4D urban environments. We first establish a local support network to reinforce inter-anchor consistency, mitigating geometric and appearance fractures caused by supervision attenuation in deep hierarchies. Then, we handle heterogeneous object motion via coarse-to-fine decomposition, where high-level anchors model coarse dynamics and low-level anchors refine them with residual deformations. Third, we introduce a hybrid supervision scheme that fuses global geometric constraints and local pixel-level cues to alleviate geometrically inconsistent reconstruction under sparse LiDAR. Extensive experiments show that HDGS reduces storage by 69.0% while maintaining or even improving rendering fidelity compared to state-of-the-art methods.

Yang Deng, Zhanke Wang, Jiahao Wu, Jie Liang, Jingui Ma, Yang Hu, Ronggang Wang

Reconstructing 3D scenes from multi-view image sequences remains a significant challenge in practical applications. While recent advances in 3D Gaussian Splatting have enabled high-quality rendering, existing methods rely heavily on pixel-level L1 loss, which misaligns with human perception, leading to a lack of high-frequency details and the emergence of artifacts. Additionally, the position gradient-based densification strategy often results in under-densified Gaussian primitives, thereby degrading rendering quality. To address these challenges, we propose Pano-GS, a perception-aware Gaussian optimization framework. Specifically, we introduce a gradient consistency-constrained loss to capture high-frequency details, mitigating the inherent shortcomings of traditional L1 loss and enhancing reconstruction fidelity. In addition, we use a multi-criteria densification strategy to reduce the sole reliance on average position gradients. Extensive experiments demonstrate that Pano-GS achieves state-of-the-art performance, confirming its effectiveness and robust generalization across diverse real-world scenes.

Jaehoon Choi, Dongki Jung, Chris Maxey, Sungmin Eum, Yonghan Lee, Dinesh Manocha, Heesung Kwon

Despite significant advancements in dynamic neural rendering, existing methods fail to address the unique challenges posed by UAV-captured scenarios, particularly those involving monocular camera setups, top-down perspective, and multiple small, moving humans, which are not adequately represented in existing datasets. In this work, we introduce UAV4D, a framework for enabling photorealistic rendering for dynamic real-world scenes captured by UAVs. Specifically, we address the challenge of reconstructing dynamic scenes with multiple moving pedestrians from monocular video data without the need for additional sensors. We use a combination of a 3D foundation model and a human mesh reconstruction model to reconstruct both the scene background and humans. We propose a novel approach to resolve the scene scale ambiguity and place both humans and the scene in world coordinates by identifying human-scene contact points. Additionally, we exploit the SMPL model and background mesh to initialize Gaussian splats, enabling holistic scene rendering. We evaluated our method on three complex UAV-captured datasets: VisDrone, Manipal-UAV, and Okutama-Action, each with distinct characteristics and 10-50 humans. Our results demonstrate the benefits of our approach over existing methods in novel view synthesis, achieving a 1.5 dB PSNR improvement and superior visual sharpness.

Minh-Quan Viet Bui, Jongmin Park, Juan Luis Gonzalez, Jaeho Moon, Jihyong Oh, Munchurl Kim

We present MoBGS, a novel motion deblurring 3D Gaussian Splatting (3DGS) framework capable of reconstructing sharp and high-quality novel spatio-temporal views from blurry monocular videos in an end-to-end manner. Existing dynamic novel view synthesis (NVS) methods are highly sensitive to motion blur in casually captured videos, resulting in significant degradation of rendering quality. While recent approaches address motion-blurred inputs for NVS, they primarily focus on static scene reconstruction and lack dedicated motion modeling for dynamic objects. To overcome these limitations, our MoBGS introduces a novel Blur-adaptive Latent Camera Estimation (BLCE) method using a proposed Blur-adaptive Neural Ordinary Differential Equation (ODE) solver for effective latent camera trajectory estimation, improving global camera motion deblurring. In addition, we propose a Latent Camera-induced Exposure Estimation (LCEE) method to ensure consistent deblurring of both a global camera and local object motions. Extensive experiments on the Stereo Blur dataset and real-world blurry videos show that our MoBGS significantly outperforms the very recent methods, achieving state-of-the-art performance for dynamic NVS under motion blur.

Haimin Luo, Srinjay Sarkar, Albert Mosella-Montoro, Francisco Vicente Carrasco, Fernando De la Torre

We present a compact pipeline for high-fidelity hair reconstruction from multi-view images. While recent 3D Gaussian Splatting (3DGS) methods achieve realistic results, they often require millions of primitives, leading to high storage and rendering costs. Observing that hair exhibits structural and visual similarities across a hairstyle, we cluster strands into representative hair cards and group these into shared texture codebooks. Our approach integrates this structure with 3DGS rendering, significantly reducing reconstruction time and storage while maintaining comparable visual quality. In addition, we propose a generative prior accelerated method to reconstruct the initial strand geometry from a set of images. Our experiments demonstrate a 4-fold reduction in strand reconstruction time and achieve comparable rendering performance with over 200x lower memory footprint.

Jiawei Ren, Michal Jan Tyszkiewicz, Jiahui Huang, Zan Gojcic

In this work, we revisit several key design choices of modern Transformer-based approaches for feed-forward 3D Gaussian Splatting (3DGS) prediction. We argue that the common practice of regressing Gaussian means as depths along camera rays is suboptimal, and instead propose to directly regress 3D mean coordinates using only a self-supervised rendering loss.This formulation allows us to move from the standard encoder-only design to an encoder-decoder architecture with learnable Gaussian tokens, thereby _unbinding_ the number of predicted primitives from input image resolution and number of views. Our resulting method, __TokenGS__, demonstrates improved robustness to pose noise and multiview inconsistencies, while naturally supporting efficient test-time optimization in token space without degrading learned priors. TokenGS achieves state-of-the-art feed-forward reconstruction performance on both static and dynamic scenes, producing more regularized geometry and more balanced 3DGS distribution, while seamlessly recovering emergent scene attributes such as static-dynamic decomposition and scene flow.

Byungjun Kim, Taeksoo Kim, Junyoung Lee, Hanbyul Joo

Recent progress in 3D reconstruction has made it easy to create realistic digital twins from everyday environments. However, current digital twins remain largely static--limited to navigation and view synthesis without embodied interactivity. To bridge this gap, we introduce Dexterous World Model (DWM), an scene-action-conditioned video diffusion model enabling embodied interaction within static 3D scenes. Given a static 3D scene rendering and an egocentric hand motion sequence, DWM generates temporally coherent videos depicting plausible human-scene interactions. Our approach conditions video generation on (1) static scene renderings following a specified camera trajectory to ensure spatial consistency, and (2) egocentric hand mesh renderings that encode both geometry and motion cues in the egocentric view to model action-conditioned dynamics directly. We train our model on a synthetic human-scene interaction dataset and real-world object manipulation dataset, then evaluate it across both synthetic and real-world egocentric benchmarks. Experiments demonstrate that DWM enables realistic, physically grounded interactions, such as grasping, opening, or moving objects, while maintaining camera and scene consistency. This framework establishes the first step toward video diffusion-based interactive digital twins, enabling embodied simulation and 3D scene interactivity from egocentric actions.

Chunji Lv, Zequn Chen, Donglin Di, Weinan Zhang, Hao Li, Chen Wei, Yinjie Lei, Changsheng Li

Despite advances in physics-based 3D motion synthesis, current methods face key limitations: reliance on pre-reconstructed 3D Gaussian Splatting (3DGS) built from dense multi-view images with time-consuming per-scene optimization; physics integration via either inflexible, hand-specified attributes or unstable, optimization-heavy guidance from video models using Score Distillation Sampling (SDS); and naive concatenation of prebuilt 3DGS with physics modules, which ignores physical information embedded in appearance and yields suboptimal performance. To address these issues, we propose PhysGM, a feed-forward framework that jointly predicts 3D Gaussian representation and physical properties from a single image, enabling immediate simulation and high-fidelity 4D rendering. Unlike slow appearance-agnostic optimization methods, we first pre-train a physics-aware reconstruction model that directly infers both Gaussian and physical parameters. We further refine the model with Direct Preference Optimization (DPO), aligning simulations with the physically plausible reference videos and avoiding the high-cost SDS optimization. To address the absence of a supporting dataset for this task, we propose PhysAssets, a dataset of 50K+ 3D assets annotated with physical properties and corresponding reference videos. Experiments show that PhysGM produces high-fidelity 4D simulations from a single image in one minute, achieving a significant speedup over prior work while delivering realistic renderings.

Joohyun Kwon, Geonhee Sim, Gyeongsik Moon

Existing single-image 3D human avatar methods primarily rely on rigid joint transformations, limiting their ability to model realistic cloth dynamics. We present DynaAvatar, a zero-shot framework that reconstructs animatable 3D human avatars with motion-dependent cloth dynamics from a single image. Trained on large-scale multi-person motion datasets, DynaAvatar employs a Transformer-based feed-forward architecture that directly predicts dynamic 3D Gaussian deformations without subject-specific optimization. To overcome the scarcity of dynamic captures, we introduce a static-to-dynamic knowledge transfer strategy: a Transformer pretrained on large-scale static captures provides strong geometric and appearance priors, which are efficiently adapted to motion-dependent deformations through lightweight LoRA fine-tuning on dynamic captures. We further propose the DynaFlow loss, an optical flow-guided objective that provides reliable motion-direction geometric cues for cloth dynamics in rendered space. Finally, we reannotate the missing or noisy SMPL-X fittings in existing dynamic capture datasets, as most public dynamic capture datasets contain incomplete or unreliable fittings that are unsuitable for training high-quality 3D avatar reconstruction models. Experiments demonstrate that DynaAvatar produces visually rich and generalizable animations, outperforming prior methods. Code, pretrained models, and reannotations will be released.

Takeshi Noda, Yu-Shen Liu, Zhizhong Han

Rendering 3D surfaces has been revolutionized within the modeling of radiance fields through either 3DGS or NeRF. Although 3DGS has shown advantages over NeRF in terms of rendering quality or speed, there is still room for improvement in recovering high fidelity surfaces through 3DGS. To resolve this issue, we propose a self-constrained prior to constraining the movement of 3D Gaussians, aiming for more accurate depth rendering. Our self-constrained prior is a TSDF grid fused by the rendered depth during the learning of 3D Gaussians. The prior measures a band on both sides of the estimated surface for imposing more specific constraints on the right 3D Gaussians, such as removing 3D Gaussians outside the band, encouraging larger opacity for Gaussians near the center of the band or smaller opacity for Gaussians near the boundary of the band. We regularly update the prior by fusing more recent depth images which are usually more accurate, and progressively narrow the band to tighten the constraint on Gaussian movements. We justify our idea and report our superiority over the state-of-the-art methods in evaluations on widely used benchmarks.

Chao Xu, Xiaochen Zhao, Xiang Deng, Jingxiang Sun, Donglin Di, Zhuo Su, Yebin Liu

Reconstructing photorealistic and animatable 4D head avatars from a single portrait image remains a fundamental challenge in computer vision. While diffusion models have enabled remarkable progress in image and video generation for avatar reconstruction, existing methods primarily rely on 2D priors and struggle to achieve consistent 3D geometry. We propose a novel framework that leverages geometry-aware diffusion to distill strong geometry priors for high-fidelity head avatar reconstruction. Our approach jointly synthesizes portrait images and corresponding surface normals, while a pose-free expression encoder captures implicit expression representations. Both synthesized images and expression latents are distilled into 3D Gaussian-based avatars, enabling photorealistic rendering with accurate geometry. Extensive experiments demonstrate that our method substantially outperforms state-of-the-art approaches in visual quality, expression fidelity, and cross-identity generalization, while supporting real-time rendering.

Kaifa Yang, Qi Yang, Yiling Xu, Zhu Li

3D Gaussian Splatting (3DGS) has emerged as a leading technology for high-quality 3D scene reconstruction. However, the iterative refinement and densification process leads to the generation of a large number of primitives, each contributing to the reconstruction to a substantially different extent. Estimating primitive importance is thus crucial, both for removing redundancy during reconstruction and for enabling efficient compression and transmission.Existing methods typically rely on rendering-based analyses, where each primitive is evaluated through its contribution across multiple camera viewpoints. However, such methods are 1) sensitive to the number and selection of views; 2) rely on specialized differentiable rasterizers; and 3) have long calculation times that grow linearly with view count, making them difficult to integrate as plug-and-play modules, as well as resulting in limited scalability and generalization.To address these issues, we propose RAP -- a fast feedforward Rendering-free Attribute-guided method for efficient importance score Prediction in 3DGS. RAP infers primitive significance directly from intrinsic Gaussian attributes and local neighborhood statistics, avoiding any rendering-based or visibility-dependent computations. A compact MLP is trained to predict per-primitive importance scores using a combination of rendering loss, pruning-aware loss, and significance distribution regularization loss. After being trained on a small set of scenes, RAP generalizes effectively to unseen data and can be seamlessly integrated into reconstruction, compression, and transmission pipelines, providing a unified and efficient pruning solution.

Jinyang Bo, Fan Dou, Wenrui Quan, Shangxun Liu, Yang Xu, Yuhe Zhang, Kang Li, Guohua Geng

3D Gaussian splatting (3DGS) has emerged as a promising approach for high-fidelity 3D scene representation. However, relighting and composition of Gaussian splatting remain challenging because path tracing is not directly applicable. Existing relighting methods for Gaussian splatting typically adopt either approximate rendering formulations or rely on Gaussian ray tracing, yielding low relighting performance and low rendering efficiency. To address these limitations, we propose Gaussian hybrid path tracing (GHPT), a three-stage framework to acquire relightable Gaussian splatting models. The first stage utilizes planar-based Gaussian splatting reconstruction representation (PGSR) to enable multi-view consistent depth rendering and reconstruct the surface mesh of a scene. The second stage performs physically-based differentiable rendering on the obtained mesh to reconstruct the material maps and the environment map. The third stage utilizes factorized inverse path tracing (FIPT) on the G-buffer rendered by the PGSR, and visibility and indirect illumination are evaluated by hardware-accelerated ray tracing on the mesh with the material maps and the environment map reconstructed in the second stage. Experiments demonstrate that the relighting performance of GHPT outperforms the baselines, and our method can perform real-time relighting and composition of Gaussian splatting.

Zhicheng Liang, Haoyi Yu, Boyan Li, Dayou Zhang, Zijian Cao, Tianyi Gong, Junhua Liu, Shuguang Cui, Fangxin Wang

Accurate 3D reconstruction of objects with reflective, transparent, or low-texture surfaces still remains notoriously challenging. Such materials often violate key assumptions in multi-view reconstruction pipelines, such as photometric consistency and the availability on distinct geometric texture cues. Existing datasets primarily focus on diffuse, textured objects, and therefore provide limited insight into performance under real-world material complexities. We introduce 3DReflecNet, a large-scale hybrid dataset exceeding 22 TB that is specifically designed to benchmark and advance 3D vision methods for these challenging materials. 3DReflecNet combines two types of data: over 120,000 synthetic instances generated via physically-based rendering of more than 12,000 shapes, and over 1,000 real-world objects captured using consumer devices. Together, these data consist of more than 7 million multi-view frames. The dataset spans diverse materials, complex lighting conditions, and a wide range of geometric forms--including shapes generated from both real and LLM-synthesized 2D images using diffusion-based pipelines. To support robust evaluation, we design benchmarks for five core tasks: image matching, structure-from-motion, novel view synthesis, reflection removal, and relighting. Extensive experiments demonstrate that state-of-the-art methods struggle to maintain accuracy across these settings, highlighting the need for more resilient 3D vision models.

Wenjie Chang, Tianle Ding, Wenfei Yang, Tianzhu Zhang

Gaussian Splatting has emerged as a popular 3D representation technique, but still struggles with appearance inconsistencies, especially in dark scenes that require active illumination (e.g., camera flashes or co-moving light sources) to capture usable images, leading to dramatic local appearance fluctuations.While existing methods mainly focus on modeling global appearance changes for in-the-wild scenes, such as those caused by different times of day or weather conditions, they fail to handle the severe variations present in dark scenes with moving light sources.In this paper, we propose a novel Gaussian Splatting-based approach for constructing scene representations in dark scenes where active light sources are rigidly attached to the camera and move together with it.Within this framework, we introduce an illumination-weighted loss function that drives the representation toward the underlying unlit scene. Furthermore, instead of adjusting the illumination of each individual Gaussian as in prior work, we employ a tile-based shading scheme that operates directly on the rendered images, greatly reducing computational cost while explicitly separating illumination from intrinsic scene appearance.Additionally, we further refine the learned Gaussian representation by combining the recovered unlit scene appearance with an advanced geometric prior model, which significantly improves geometric accuracy.Experimental results demonstrate that our method achieves superior reconstruction quality in challenging environments compared to state-of-the-art techniques.

Tamir Cohen, Leo Segre, Shay Shomer-Chai, Shai Avidan, Hadar Averbuch-Elor

Reconstructing accurate 3D models of large-scale real-world scenes from unstructured, in-the-wild imagery remains a core challenge in computer vision, especially when the input views have little or no overlap. In such cases, existing reconstruction pipelines often produce multiple disconnected partial reconstructions or erroneously merge non-overlapping regions into overlapping geometry.In this work, we propose a framework that grounds each partial reconstruction to a complete reference model of the scene, enabling globally consistent alignment even in the absence of visual overlap. We obtain reference models from dense, geospatially accurate pseudo-synthetic renderings derived from Google Earth Studio. These renderings provide full scene coverage but differ substantially in appearance from real-world photographs. Our key insight is that, despite this significant domain gap, both domains share the same underlying scene semantics. We represent the reference model using 3D Gaussian Splatting, augmenting each Gaussian with semantic features, and formulate alignment as an inverse feature-based optimization scheme that estimates a global 6DoF pose and scale while keeping the reference model fixed. Furthermore, we introduce the WikiEarth dataset, which registers existing partial 3D reconstructions with pseudo-synthetic reference models. We demonstrate that our approach consistently improves global alignment when initialized with various classical and learning-based pipelines, while mitigating failure modes of state-of-the-art end-to-end models. All code, data, and trained models will be released.

Hong Li, Chongjie Ye, Houyuan Chen, Weiqing Xiao, Ziyang Yan, Lixing Xiao, Zhaoxi Chen, Jianfeng Xiang, Shaocong Xu, Xuhui Liu 等

Neural asset authoring and neural rendering have traditionally evolved as disjoint paradigms: one generates digital assets for fixed graphics pipelines, while the other maps conventional assets to images. However, treating them as independent entities limits the potential for end-to-end optimization in fidelity and consistency. In this paper, we bridge this gap with NeAR, a Coupled Neural Asset--Renderer Stack. We argue that co-designing the asset representation and the renderer creates a robust "contract" for superior generation. On the asset side, we introduce the Lighting-Homogenized SLAT (LH-SLAT). Leveraging a rectified-flow model, NeAR lifts casually lit single images into a canonical, illumination-invariant latent space, effectively suppressing baked-in shadows and highlights. On the renderer side, we design a lighting-aware neural decoder tailored to interpret these homogenized latents. Conditioned on HDR environment maps and camera views, it synthesizes relightable 3D Gaussian splats in real-time without per-object optimization. We validate NeAR on four tasks: (1) G-buffer-based forward rendering, (2) random-lit reconstruction, (3) unknown-lit relighting, and (4) novel-view relighting. Extensive experiments demonstrate that our coupled stack outperforms state-of-the-art baselines in both quantitative metrics and perceptual quality. We hope this coupled asset-renderer perspective inspires future graphics stacks that view neural assets and renderers as co-designed components instead of independent entities.

Kenji Tojo, Bernd Bickel, Nobuyuki Umetani

Radiance field reconstruction aims to recover high-quality 3D representations from multi-view RGB images. Recent advances, such as 3D Gaussian splatting, enable real-time rendering with high visual fidelity on sufficiently powerful graphics hardware. However, efficient online transmission and rendering across diverse platforms requires drastic model simplification, reducing the number of primitives by several orders of magnitude. We introduce DiffSoup, a radiance field representation that employs a soup (i.e., a highly unstructured set) of a small number of triangles with neural textures and binary opacity. We show that this binary opacity representation is directly differentiable via stochastic opacity masking, enabling stable training without a mollifier (i.e., smooth rasterization). DiffSoup can be rasterized using standard depth testing, enabling seamless integration into traditional graphics pipelines and interactive rendering on consumer-grade laptops and mobile devices.

Haojie Yan, Zehao Chen, Yan Liu, Shi Gu, Peng Lin, De Ma, Huajin Tang, Qian Zheng, Gang Pan

Perception under low illumination remains a major challenge for computer vision systems, as RGB sensors often fail to capture sufficient structural and color information in extremely dark environments. Event cameras, with their high dynamic range and temporal resolution, provide complementary cues that are well suited for such conditions. In this work, we present eRetinexGS, a novel framework that jointly leverages event streams and low-light frames through 3D Gaussian Splatting for scene-level enhancement and reconstruction. Unlike previous approaches that operate on individual frames, eRetinexGS enforces geometric and photometric consistency across multiple views, bridging the gap between degraded images and noisy event signals. By introducing an event-assisted Retinex decomposition and a reflectance-illumination representation within the 3DGS pipeline, our method reconstructs normal-light radiance fields with fine-grained details and accurate color. Extensive experiments on both synthetic and real datasets demonstrate that eRetinexGS achieves state-of-the-art performance in low-light scene enhancement while maintaining real-time rendering capability.

JiaKui Hu, Jialun Liu, Liying Yang, Xinliang Zhang, Kaiwen Li, Shuang Zeng, Yuanwei Li, Haibin Huang, Chi Zhang, Yanye Lu

Scene-consistent video generation aims to create videos that explore 3D scenes based on a camera trajectory. Previous methods rely on video generation models with external memory for consistency, or iterative 3D reconstruction and inpainting, which accumulate errors during inference due to incorrect intermediary outputs, non-differentiable processes, and separate models. To overcome these limitations, we introduce "geometry-as-context". It iteratively completes the following steps using an autoregressive camera-controlled video generation model: (1) estimates the geometry of the current view necessary for 3D reconstruction, and (2) simulates and restores novel view images rendered by the 3D scene. Under this multi-task framework, we develop the camera gated attention module to enhance the model's capability to effectively leverage camera poses. During the training phase, text contexts are utilized to ascertain whether geometric or RGB images should be generated. To ensure that the model can generate RGB-only outputs during inference, the geometry context is randomly dropped from the interleaved text-image-geometry training sequence. The method has been tested on scene video generation with one-direction and forth-and-back trajectories. The results show its superiority over previous approaches in maintaining scene consistency and camera control.