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

Kaihua Chen, Tarasha Khurana, Deva Ramanan

We explore novel-view synthesis for dynamic scenes from monocular videos. Prior approaches rely on costly test-time optimization of 4D representations or do not preserve scene geometry when trained in a feed-forward manner. Our approach is based on three key insights: (1) covisible pixels (that are visible in both the input and target views) can be rendered by first reconstructing the dynamic 3D scene and rendering the reconstruction from the novel-views and (2) hidden pixels in novel views can be ``inpainted" with feed-forward 2D video diffusion models. Notably, our video inpainting diffusion model (CogNVS) can be self-supervised from 2D videos, allowing us to train it on a large corpus of in-the-wild videos. This in turn allows for (3) CogNVS to be applied zero-shot to novel test videos via test-time finetuning. We empirically verify that CogNVS outperforms almost all prior art for novel-view synthesis of dynamic scenes from monocular videos.

Computer Vision · 3D Rendering & Reconstruction

Jonathan Schmidt, Simon Giebenhain, Matthias Niessner

We introduce *BecomingLit*, a novel method for reconstructing relightable, high-resolution head avatars that can be rendered from novel viewpoints at interactive rates. Therefore, we propose a new low-cost light stage capture setup, tailored specifically towards capturing faces. Using this setup, we collect a novel dataset consisting of diverse multi-view sequences of numerous subjects under varying illumination conditions and facial expressions. By leveraging our new dataset, we introduce a new relightable avatar representation based on 3D Gaussian primitives that we animate with a parametric head model and an expression-dependent dynamics module. We propose a new hybrid neural shading approach, combining a neural diffuse BRDF with an analytical specular term. Our method reconstructs disentangled materials from our dynamic light stage recordings and enables all-frequency relighting of our avatars with both point lights and environment maps. In addition, our avatars can easily be animated and controlled from monocular videos. We validate our approach in extensive experiments on our dataset, where we consistently outperform existing state-of-the-art methods in relighting and reenactment by a significant margin.

Computer Vision · 3D Rendering & Reconstruction

Qing Li, Huifang Feng, Xun Gong, Yu-Shen Liu

3D Gaussian Splatting has recently emerged as an efficient solution for high-quality and real-time novel view synthesis. However, its capability for accurate surface reconstruction remains underexplored. Due to the discrete and unstructured nature of Gaussians, supervision based solely on image rendering loss often leads to inaccurate geometry and inconsistent multi-view alignment. In this work, we propose a novel method that enhances the geometric representation of 3D Gaussians through view alignment (VA). Specifically, we incorporate edge-aware image cues into the rendering loss to improve surface boundary delineation. To enforce geometric consistency across views, we introduce a visibility-aware photometric alignment loss that models occlusions and encourages accurate spatial relationships among Gaussians. To further mitigate ambiguities caused by lighting variations, we incorporate normal-based constraints to refine the spatial orientation of Gaussians and improve local surface estimation. Additionally, we leverage deep image feature embeddings to enforce cross-view consistency, enhancing the robustness of the learned geometry under varying viewpoints and illumination. Extensive experiments on standard benchmarks demonstrate that our method achieves state-of-the-art performance in both surface reconstruction and novel view synthesis. The source code is available at https://github.com/LeoQLi/VA-GS.

Computer Vision · 3D Rendering & Reconstruction

Dominic Maggio, Hyungtae Lim, Luca Carlone

We present VGGT-SLAM, a dense RGB SLAM system constructed by incrementally and globally aligning submaps created from the feed-forward scene reconstruction approach VGGT using only uncalibrated monocular cameras. While related works align submaps using similarity transforms (i.e., translation, rotation, and scale), we show that such approaches are inadequate in the case of uncalibrated cameras. In particular, we revisit the idea of reconstruction ambiguity, where given a set of uncalibrated cameras with no assumption on the camera motion or scene structure, the scene can only be reconstructed up to a 15-degrees-of-freedom projective transformation of the true geometry. This inspires us to recover a consistent scene reconstruction across submaps by optimizing over the SL(4) manifold, thus estimating 15-degrees-of-freedom homography transforms between sequential submaps while accounting for potential loop closure constraints. As verified by extensive experiments, we demonstrate that VGGT-SLAM achieves improved map quality using long video sequences that are infeasible for VGGT due to its high GPU requirements. Our code is available at https://github.com/MIT-SPARK/VGGT-SLAM.

Computer Vision · 3D Rendering & Reconstruction

Wuyang Li, Zhu Yu, Alexandre Alahi

Semantic Scene Completion (SSC) aims to reconstruct the 3D geometry and semantics of the surrounding environment. With dense voxel labels, prior works typically formulate SSC as a *dense segmentation task*, independently classifying each voxel. However, this paradigm neglects critical instance-centric discriminability, leading to instance-level incompleteness and adjacent ambiguities. To address this, we highlight a "free lunch" of SSC labels: the voxel-level class label has implicitly told the instance-level insight, which is ever-overlooked by the community. Motivated by this observation, we first introduce a training-free **Voxel-to-Instance (VoxNT) trick**: a simple yet effective method that freely converts voxel-level class labels into instance-level offset labels. Building on this, we further propose **VoxDet**, an instance-centric framework that reformulates the voxel-level SSC as *dense object detection* by decoupling it into two sub-tasks: offset regression and semantic prediction. Specifically, based on the lifted 3D volume, VoxDet first uses (a) Spatially-decoupled Voxel Encoder to generate disentangled feature volumes for the two sub-tasks, which learn task-specific spatial deformation in the densely projected tri-perceptive space. Then, we deploy (b) Task-decoupled Dense Predictor to address SSC via dense detection. Here, we first regress a 4D offset field to estimate distances (6 directions) between voxels and the corresponding object boundaries in the voxel space. The regressed offsets are then used to guide the instance-level aggregation in the classification branch, achieving instance-aware scene completion. VoxDet can be deployed on both camera and LiDAR input and jointly achieves state-of-the-art results on both benchmarks, which gives 63.0 IoU on the SemanticKITTI test set, **ranking 1$^{st}$** on the online leaderboard.

Computer Vision · 3D Rendering & Reconstruction

Jumin Han, Jun-Hui Kim, Seong-Whan Lee

3D Human Pose Estimation (HPE) is a fundamental task in the computer vision. Generalization in 3D HPE task is crucial due to the need for robustness across diverse environments and datasets. Existing methods often focus on learning relationships between joints to enhance the generalization capability, but the role of the loss landscape, which is closely tied to generalization, remains underexplored. In this paper, we empirically visualize the loss landscape of the 3D HPE task, revealing its complexity and the challenges it poses for optimization. To address this, we first introduce a simple adaptive scaling mechanism that smooths the loss landscape. We further observe that different solutions on this smoothed loss landscape exhibit varying generalization behaviors. Based on this insight, we propose an efficient ensemble approach that combines diverse solutions on the smooth loss landscape induced by our adaptive scaling mechanism. Extensive experimental results demonstrate that our approach improves the generalization capability of 3D HPE models, and can be easily applied, regardless of model architecture, with consistent performance gains.

Computer Vision · 3D Rendering & Reconstruction

Weining Ren, Hongjun Wang, Xiao Tan, Kai Han

We present Fin3R, a simple, effective, and general fine-tuning method for feed-forward 3D reconstruction models. The family of feed-forward reconstruction model regresses pointmap of all input images to a reference frame coordinate system, along with other auxiliary outputs, in a single forward pass. However, we find that current models struggle with fine geometry and robustness due to (\textit{i}) the scarcity of high-fidelity depth and pose supervision and (\textit{ii}) the inherent geometric misalignment from multi-view pointmap regression. Fin3R jointly tackles two issues with an extra lightweight fine-tuning step. We freeze the decoder, which handles view matching, and fine-tune only the image encoder—the component dedicated to feature extraction. The encoder is enriched with fine geometric details distilled from a strong monocular teacher model on large, unlabeled datasets, using a custom, lightweight LoRA adapter. We validate our method on a wide range of models, including DUSt3R, MASt3R, CUT3R, and VGGT. The fine-tuned models consistently deliver sharper boundaries, recover complex structures, and achieve higher geometric accuracy in both single- and multi-view settings, while adding only the tiny LoRA weights, which leave test-time memory and latency virtually unchanged. Project page: \href{http://visual-ai.github.io/fin3r}{https://visual-ai.github.io/fin3r}

Computer Vision · 3D Rendering & Reconstruction

Jiacheng Fu, Yue Li, Xin Dong, Wenming Weng, Yueyi Zhang, Zhiwei Xiong

Event-based structured light (SL) systems have attracted increasing attention for their potential in high-performance 3D measurement. Despite the inherent HDR capability of event cameras, reflective and absorptive surfaces still cause event cluttering and absence, which produce overexposed and underexposed regions that degrade the reconstruction quality. In this work, we present the first HDR 3D measurement framework specifically designed for event-based SL systems. First, we introduce a multi-contrast HDR coding strategy that facilitates imaging of areas with different reflectance. Second, to alleviate inter-frame interference caused by overexposed and underexposed areas, we propose a universal confidence-driven stereo matching strategy. Specifically, we estimate a confidence map as the fusion weight for features via an energy-guided confidence estimation. Further, we propose the confidence propagation volume, an innovative cost volume that offers both effective suppression of inter-frame interference and strong representation capability. Third, we contribute an event-based SL simulator and propose the first event-based HDR SL dataset. We also collect a real-world benchmarking dataset with ground truth. We validate the effectiveness of our method with the proposed confidence-driven strategy on both synthetic and real-world datasets. Experimental results demonstrate that our proposed HDR framework enables accurate 3D measurement even under extreme conditions.

Computer Vision · 3D Rendering & Reconstruction

Jisang Han, Honggyu An, Jaewoo Jung, Takuya Narihira, Junyoung Seo, Kazumi Fukuda, Chaehyun Kim, Sunghwan Hong, Yuki Mitsufuji, Seungryong Kim

In this work, we address the task of 3D reconstruction in dynamic scenes, where object motions frequently degrade the quality of previous 3D pointmap regression methods, such as DUSt3R, that are originally designed for static 3D scene reconstruction. Although these methods provide an elegant and powerful solution in static settings, they struggle in the presence of dynamic motions that disrupt alignment based solely on camera poses. To overcome this, we propose D$^2$USt3R that directly regresses Static-Dynamic Aligned Pointmaps (SDAP) that simultaneiously capture both static and dynamic 3D scene geometry. By explicitly incorporating both spatial and temporal aspects, our approach successfully encapsulates 3D dense correspondence to the proposed pointmaps, enhancing downstream tasks. Extensive experimental evaluations demonstrate that our proposed approach consistently achieves superior 3D reconstruction performance across various datasets featuring complex motions.

Computer Vision · 3D Rendering & Reconstruction

Yunxiao Shi, Yinhao Zhu, Herbert Cai, Shizhong Han, Jisoo Jeong, Amin Ansari, Fatih Porikli

Occupancy prediction infers fine-grained 3D geometry and semantics from camera images of the surrounding environment, making it a critical perception task for autonomous driving. Existing methods either adopt dense grids as scene representation which is difficult to scale to high resolution, or learn the entire scene using a single set of sparse queries, which is insufficient to handle the various object characteristics. In this paper, we present ODG, a hierarchical dual sparse Gaussian representation to effectively capture complex scene dynamics. Building upon the observation that driving scenes can be universally decomposed into static and dynamic counterparts, we define dual Gaussian queries to better model the diverse scene objects. We utilize a hierarchical Gaussian transformer to predict the occupied voxel centers and semantic classes along with the Gaussian parameters. Leveraging the real-time rendering capability of 3D Gaussian Splatting, we also impose rendering supervision with available depth and semantic map annotations injecting pixel-level alignment to boost occupancy learning. Extensive experiments on the Occ3D-nuScenes and Occ3D-Waymo benchmarks demonstrate our proposed method sets new state-of-the-art results while maintaining low inference cost.

Computer Vision · 3D Rendering & Reconstruction

Bardienus Duisterhof, Jan Oberst, Bowen Wen, Stan Birchfield, Deva Ramanan, Jeffrey Ichnowski

3D shape completion has broad applications in robotics, digital twin reconstruction, and extended reality (XR). Although recent advances in 3D object and scene completion have achieved impressive results, existing methods lack 3D consistency, are computationally expensive, and struggle to capture sharp object boundaries. Our work (RaySt3R) addresses these limitations by recasting 3D shape completion as a novel view synthesis problem. Specifically, given a single RGB-D image, and a novel viewpoint (encoded as a collection of query rays), we train a feedforward transformer to predict depth maps, object masks, and per-pixel confidence scores for those query rays. RaySt3R fuses these predictions across multiple query views to reconstruct complete 3D shapes. We evaluate RaySt3R on synthetic and real-world datasets, and observe it achieves state-of-the-art performance, outperforming the baselines on all datasets by up to 44% in 3D chamfer distance.

Computer Vision · 3D Rendering & Reconstruction

Mae Younes, Adnane Boukhayma

2D Gaussian Splatting (2DGS) has recently emerged as a promising method for novel view synthesis and surface reconstruction, offering better view-consistency and geometric accuracy than volumetric 3DGS. However, 2DGS suffers from severe aliasing artifacts when rendering at different sampling rates than those used during training, limiting its practical applications in scenarios requiring camera zoom or varying fields of view. We identify that these artifacts stem from two key limitations: the lack of frequency constraints in the representation and an ineffective screen-space clamping approach. To address these issues, we present AA-2DGS, an anti-aliased formulation of 2D Gaussian Splatting that maintains its geometric benefits while significantly enhancing rendering quality across different scales. Our method introduces a world-space flat smoothing kernel that constrains the frequency content of 2D Gaussian primitives based on the maximal sampling frequency from training views, effectively eliminating high-frequency artifacts when zooming in. Additionally, we derive a novel object-space Mip filter by leveraging an affine approximation of the ray-splat intersection mapping, which allows us to efficiently apply proper anti-aliasing directly in the local space of each splat. Code will be available at https://github.com/maeyounes/AA-2DGS.

Computer Vision · 3D Rendering & Reconstruction

qigeng duan, Benyun ZHAO, Mingqiao Han, Yijun Huang, Ben Chen

Scene understanding based on 3D Gaussian Splatting (3DGS) has recently achieved notable advances. Although 3DGS related methods have efficient rendering capabilities, they fail to address the inherent contradiction between the anisotropic color representation of gaussian primitives and the isotropic requirements of semantic features, leading to insufficient cross-view feature consistency. To overcome the limitation, we proposes FHGS (Feature-Homogenized Gaussian Splatting), a novel 3D feature distillation framework inspired by physical models, which freezes and distills 2D pre-trained features into 3D representations while preserving the real-time rendering efficiency of 3DGS. Specifically, our FHGS introduces the following innovations: Firstly, a universal feature fusion architecture is proposed, enabling robust embedding of large-scale pre-trained models' semantic features (e.g., SAM, CLIP) into sparse 3D structures. Secondly, a non-differentiable feature fusion mechanism is introduced, which enables semantic features to exhibit viewpoint independent isotropic distributions. This fundamentally balances the anisotropic rendering of gaussian primitives and the isotropic expression of features; Thirdly, a dual-driven optimization strategy inspired by electric potential fields is proposed, which combines external supervision from semantic feature fields with internal primitive clustering guidance. This mechanism enables synergistic optimization of global semantic alignment and local structural consistency. Extensive comparison experiments with other state-of-the-art methods on benchmark datasets demonstrate that our FHGS exhibits superior reconstruction performance in feature fusion, noise suppression, and geometric precision, while maintaining a significantly lower training time. This work establishes a novel Gaussian Splatting data structure, offering practical advancements for real-time semantic mapping, 3D stylization, and Vision-Language Navigation (VLN). Our code and additional results are available on our project page:https://fhgs.cuastro.org/.

Computer Vision · 3D Rendering & Reconstruction

Xiaoshan Wu, Yifei Yu, Xiaoyang Lyu, Yihua Huang, Bo Wang, Baoheng Zhang, Zhongrui Wang, Xiaojuan Qi

Robust 3D geometry estimation from videos is critical for applications such as autonomous navigation, SLAM, and 3D scene reconstruction. Recent methods like DUSt3R demonstrate that regressing dense pointmaps from image pairs enables accurate and efficient pose-free reconstruction. However, existing RGB-only approaches struggle under real-world conditions involving dynamic objects and extreme illumination, due to the inherent limitations of conventional cameras. In this paper, we propose \textbf{EAG3R}, a novel geometry estimation framework that augments pointmap-based reconstruction with asynchronous event streams. Built upon the MonST3R backbone, EAG3R introduces two key innovations: (1) a retinex-inspired image enhancement module and a lightweight event adapter with SNR-aware fusion mechanism that adaptively combines RGB and event features based on local reliability; and (2) a novel event-based photometric consistency loss that reinforces spatiotemporal coherence during global optimization. Our method enables robust geometry estimation in challenging dynamic low-light scenes without requiring retraining on night-time data. Extensive experiments demonstrate that EAG3R significantly outperforms state-of-the-art RGB-only baselines across monocular depth estimation, camera pose tracking, and dynamic reconstruction tasks.

Computer Vision · 3D Rendering & Reconstruction

Ming Hu, Zhengdi Yu, feilong tang, Kaiwen Chen, Yulong Li, Imran Razzak, Junjun He, Tolga Birdal, Kai-Jing Zhou, Zongyuan Ge

Accurate 3D reconstruction of hands and instruments is critical for vision-based analysis of ophthalmic microsurgery, yet progress has been hampered by the lack of realistic, large-scale datasets and reliable annotation tools. In this work, we introduce OphNet-3D, the first extensive RGB-D dynamic 3D reconstruction dataset for ophthalmic surgery, comprising 41 sequences from 40 surgeons and totaling 7.1 million frames, with fine-grained annotations of 12 surgical phases, 10 instrument categories, dense MANO hand meshes, and full 6-DoF instrument poses. To scalably produce high-fidelity labels, we design a multi-stage automatic annotation pipeline that integrates multi-view data observation, data-driven motion prior with cross-view geometric consistency and biomechanical constraints, along with a combination of collision-aware interaction constraints for instrument interactions. Building upon OphNet-3D, we establish two challenging benchmarks—bimanual hand pose estimation and hand–instrument interaction reconstruction—and propose two dedicated architectures: H-Net for dual-hand mesh recovery and OH-Net for joint reconstruction of two-hand–two-instrument interactions. These models leverage a novel spatial reasoning module with weak-perspective camera modeling and collision-aware center-based representation. Both architectures outperform existing methods by substantial margins, achieving improvements of over 2mm in Mean Per Joint Position Error (MPJPE) and up to 23\% in ADD-S metrics for hand and instrument reconstruction, respectively.

Computer Vision · 3D Rendering & Reconstruction

Junsheng Zhou, XingYu Shi, Haichuan Song, Yi Fang, Yu-Shen Liu, Zhizhong Han

Point clouds captured by scanning sensors are often perturbed by noise, which have a highly negative impact on downstream tasks (e.g. surface reconstruction and shape understanding). Previous works mostly focus on training neural networks with noisy-clean point cloud pairs for learning denoising priors, which requires extensively manual efforts. In this work, we introduce U-CAN, an Unsupervised framework for point cloud denoising with Consistency-Aware Noise2Noise matching. Specifically, we leverage a neural network to infer a multi-step denoising path for each point of a shape or scene with a noise to noise matching schema. We achieve this by a novel loss which enables statistical reasoning on multiple noisy point cloud observations. We further introduce a novel constraint on the denoised geometry consistency for learning consistency-aware denoising patterns. We justify that the proposed constraint is a general term which is not limited to 3D domain and can also contribute to the area of 2D image denoising. Our evaluations under the widely used benchmarks in point cloud denoising, upsampling and image denoising show significant improvement over the state-of-the-art unsupervised methods, where U-CAN also produces comparable results with the supervised methods. Project page: https://gloriasze.github.io/U-CAN/.

Computer Vision · 3D Rendering & Reconstruction

Zhanke Wang, Zhiyan Wang, Kaiqiang Xiong, Wu Jiahao, Yang Deng, Ronggang Wang

Recently, 3D Gaussian Splatting (3DGS) has achieved state-of-the-art rendering results. However, its efficiency relies on simplifications that disregard the thickness of Gaussian primitives and their overlapping interactions. These simplifications can lead to popping artifacts due to inaccurate sorting, thereby affecting the rendering quality. In this paper, we propose Screen-Aligned Primitives (SAP), an anisotropic kernel that generates primitives parallel to the image plane for each view. Our rasterization pipeline enables full per-pixel ordering in real time. Since the primitives are parallel for a given viewpoint, a single global sorting operation suffices for correct per-pixel depth ordering. We formulate 3D reconstruction as a combination of a 3D-consistent decoder and 2D view-specific primitives, and further propose a highly efficient decoder to ensure 3D consistency. Moreover, within our framework, the primitive function values remain consistent between view space and screen space, allowing arbitrary radial basis functions (RBFs) to represent the scene without introducing projection errors. Experiments on diverse datasets demonstrate that our method achieves state-of-the-art rendering quality while maintaining real-time performance.

Computer Vision · 3D Rendering & Reconstruction

Kangjie Chen, Yingji Zhong, Zhihao Li, Jiaqi Lin, Youyu Chen, Minghan Qin, Haoqian Wang

3D Gaussian Splatting (3DGS) has demonstrated impressive performance in novel view synthesis under dense-view settings. However, in sparse-view scenarios, despite the realistic renderings in training views, 3DGS occasionally manifests appearance artifacts in novel views. This paper investigates the appearance artifacts in sparse-view 3DGS and uncovers a core limitation of current approaches: the optimized Gaussians are overly-entangled with one another to aggressively fit the training views, which leads to a neglect of the real appearance distribution of the underlying scene and results in appearance artifacts in novel views. The analysis is based on a proposed metric, termed Co-Adaptation Score (CA), which quantifies the entanglement among Gaussians, i.e., co-adaptation, by computing the pixel-wise variance across multiple renderings of the same viewpoint, with different random subsets of Gaussians. The analysis reveals that the degree of co-adaptation is naturally alleviated as the number of training views increases. Based on the analysis, we propose two lightweight strategies to explicitly mitigate the co-adaptation in sparse-view 3DGS: (1) random gaussian dropout; (2) multiplicative noise injection to the opacity. Both strategies are designed to be plug-and-play, and their effectiveness is validated across various methods and benchmarks. We hope that our insights into the co-adaptation effect will inspire the community to achieve a more comprehensive understanding of sparse-view 3DGS.

Computer Vision · 3D Rendering & Reconstruction

Xiao Cao, Beibei Lin, Bo Wang, Zhiyong Huang, Robby Tan

Image-based 3D texture transfer from a single 2D reference image enables practical customization of 3D object appearances with minimal manual effort. Adapted 2D editing and text-driven 3D editing approaches can serve this purpose. However, 2D editing typically involves frame-by-frame manipulation, often resulting in inconsistencies across views, while text-driven 3D editing struggles to preserve texture characteristics from reference images. To tackle these challenges, we introduce \textbf{3DOT}, a \textbf{3D} Gaussian Splatting \textbf{O}bject \textbf{T}exture Transfer method based on a single reference image, integrating: 1) progressive generation, 2) view-consistency gradient guidance, and 3) prompt-tuned gradient guidance. To ensure view consistency, progressive generation starts by transferring texture from the reference image and gradually propagates it to adjacent views. View-consistency gradient guidance further reinforces coherence by conditioning the generation model on feature differences between consistent and inconsistent outputs. To preserve texture characteristics, prompt-tuning-based gradient guidance learns a token that describes differences between original and reference textures, guiding the transfer for faithful texture preservation across views. Overall, 3DOT combines these strategies to achieve effective texture transfer while maintaining structural coherence across viewpoints. Extensive qualitative and quantitative evaluations confirm that our three components enable convincing and effective 2D-to-3D texture transfer. Our project page is available here: https://massyzs.github.io/3DOT_web/.

Computer Vision · 3D Rendering & Reconstruction

Bing He, Yunuo Chen, Guo Lu, Qi Wang, Qunshan Gu, Rong Xie, Li Song, Wenjun Zhang

Dynamic scene reconstruction poses a persistent challenge in 3D vision. Deformable 3D Gaussian Splatting has emerged as an effective method for this task, offering real-time rendering and high visual fidelity. This approach decomposes a dynamic scene into a static representation in a canonical space and time-varying scene motion. Scene motion is defined as the collective movement of all Gaussian points, and for compactness, existing approaches commonly adopt implicit neural fields or sparse control points. However, these methods predominantly rely on gradient-based optimization for all motion information. Due to the high degree of freedom, they struggle to converge on real-world datasets exhibiting complex motion. To preserve the compactness of motion representation and address convergence challenges, this paper proposes heterogeneous 3D control points, termed \textbf{H3D control points}, whose attributes are obtained using a hybrid strategy combining optical flow back-projection and gradient-based methods. This design decouples directly observable motion components from those that are geometrically occluded. Specifically, components of 3D motion that project onto the image plane are directly acquired via optical flow back projection, while unobservable portions are refined through gradient-based optimization. Experiments on the Neu3DV and CMU-Panoptic datasets demonstrate that our method achieves superior performance over state-of-the-art deformable 3D Gaussian splatting techniques. Remarkably, our method converges within just 100 iterations and achieves a per-frame processing speed of 2 seconds on a single NVIDIA RTX 4070 GPU.