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

Gaia Di Lorenzo, Federico Tombari, Marc Pollefeys, Daniel Barath

Learning effective multi-modal 3D representations of objects is essential for numerous applications, such as augmented reality and robotics. Existing methods often rely on task-specific embeddings that are tailored either for semantic understanding or geometric reconstruction. As a result, these embeddings typically cannot be decoded into explicit geometry and simultaneously reused across tasks. In this paper, we propose Object-X, a versatile multi-modal object representation framework capable of encoding rich object embeddings (e.g., images, point cloud, text) and decoding them back into detailed geometric and visual reconstructions. Object-X operates by geometrically grounding the captured modalities in a 3D voxel grid and learning an unstructured embedding fusing the information from the voxels with the object attributes. The learned embedding enables 3D Gaussian Splatting-based object reconstruction, while also supporting a range of downstream tasks, including scene alignment, single-image 3D object reconstruction, and localization. Evaluations on two challenging real-world datasets demonstrate that Object-X produces high-fidelity novel-view synthesis comparable to standard 3D Gaussian Splatting, while significantly improving geometric accuracy. Moreover, Object-X achieves competitive performance with specialized methods in scene alignment and localization. Critically, our object-centric descriptors require 3-4 orders of magnitude less storage compared to traditional image- or point cloud-based approaches, establishing Object-X as a scalable and highly practical solution for multi-modal 3D scene representation.

Computer Vision · 3D Rendering & Reconstruction

Shi Chen, Erik Sandström, Sandro Lombardi, Siyuan Li, Martin R. Oswald

Achieving truly practical dynamic 3D reconstruction requires online operation, global pose and map consistency, detailed appearance modeling, and the flexibility to handle both RGB and RGB-D inputs. However, existing SLAM methods typically merely remove the dynamic parts or require RGB-D input, while offline methods are not scalable to long video sequences, and current transformer-based feedforward methods lack global consistency and appearance details. To this end, we achieve online dynamic scene reconstruction by disentangling the static and dynamic parts within a SLAM system. The poses are tracked robustly with a novel motion masking strategy, and dynamic parts are reconstructed leveraging a progressive adaptation of a Motion Scaffolds graph. Our method yields novel view renderings competitive to offline methods and achieves on-par tracking with state-of-the-art dynamic SLAM methods.

Mengqi Guo, Bo Xu, Yanyan Li, Gim Hee Lee

Novel view synthesis from monocular videos of dynamic scenes with unknown camera poses remains a fundamental challenge in computer vision and graphics. While recent advances in 3D representations such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have shown promising results for static scenes, they struggle with dynamic content and typically rely on pre-computed camera poses. We present 4D3R, a pose-free dynamic neural rendering framework that decouples static and dynamic components through a two-stage approach. Our method first leverages 3D foundational models for initial pose and geometry estimation, followed by motion-aware refinement. 4D3R introduces two key technical innovations: (1) a motion-aware bundle adjustment (MA-BA) module that combines transformer-based learned priors with SAM2 for robust dynamic object segmentation, enabling more accurate camera pose refinement; and (2) an efficient Motion-Aware Gaussian Splatting (MA-GS) representation that uses control points with a deformation field MLP and linear blend skinning to model dynamic motion, significantly reducing computational cost while maintaining high-quality reconstruction. Extensive experiments on real-world dynamic datasets demonstrate that our approach achieves up to 1.8dB PSNR improvement over state-of-the-art methods, particularly in challenging scenarios with large dynamic objects, while reducing computational requirements by 5× compared to previous dynamic scene representations.

Computer Vision · 3D Rendering & Reconstruction

Nan Wang, Lixing Xiao, Yuantao Chen, Weiqing Xiao, Pierre Merriaux, Lei Lei, Ziyang Yan, Saining Zhang, Shaocong Xu, chongjie Ye 等

Neural rendering techniques, including NeRF and Gaussian Splatting (GS), rely on photometric consistency to produce high-quality reconstructions. However, in real-world driving scenarios, it is challenging to guarantee perfect photometric consistency in acquired images. Appearance codes have been widely used to address this issue, but their modeling capability is limited, as a single code is applied to the entire image. Recently, the bilateral grid was introduced to perform pixel-wise color mapping, but it is difficult to optimize and constrain effectively. In this paper, we propose a novel multi-scale bilateral grid that unifies appearance codes and bilateral grids. We demonstrate that this approach significantly improves geometric accuracy in dynamic, decoupled autonomous driving scene reconstruction, outperforming both appearance codes and bilateral grids. This is crucial for autonomous driving, where accurate geometry is important for obstacle avoidance and control. Our method shows strong results across four datasets: Waymo, NuScenes, Argoverse, and PandaSet. We further demonstrate that the improvement in geometry is driven by the multi-scale bilateral grid, which effectively reduces floaters caused by photometric inconsistency.

Computer Vision · 3D Rendering & Reconstruction

Luxi Chen, Zihan Zhou, Min Zhao, Yikai Wang, Ge Zhang, Wenhao Huang, Hao Sun, Ji-Rong Wen, Chongxuan LI

Generating flexible-view 3D scenes, including 360° rotation and zooming, from single images is challenging due to a lack of 3D data. To this end, we introduce FlexWorld, a novel framework that progressively constructs a persistent 3D Gaussian splatting representation by synthesizing and integrating new 3D content. To handle novel view synthesis under large camera variations, we leverage an advanced pre-trained video model fine-tuned on accurate depth-estimated training pairs. By combining geometry-aware scene integration and optimization, FlexWorld refines the scene representation, producing visually consistent 3D scenes with flexible viewpoints. Extensive experiments demonstrate the effectiveness of FlexWorld in generating high-quality novel view videos and flexible-view 3D scenes from single images, achieving superior visual quality under multiple popular metrics and datasets compared to existing state-of-the-art methods. Additionally, FlexWorld supports extrapolating from existing 3D scenes, further extending its applicability. Qualitatively, we highlight that FlexWorld can generate high-fidelity scenes that enable 360° rotations and zooming exploration. Our code is available at https://github.com/ML-GSAI/FlexWorld.

Computer Vision · 3D Rendering & Reconstruction

Hyunjin Kim, Haebeom Jung, Jaesik Park

We propose an adaptive sampling framework for 3D Gaussian Splatting (3DGS) that leverages comprehensive multi-view photometric error signals within a unified Metropolis-Hastings approach. Vanilla 3DGS heavily relies on heuristic-based density-control mechanisms (e.g., cloning, splitting, and pruning), which can lead to redundant computations or premature removal of beneficial Gaussians. Our framework overcomes these limitations by reformulating densification and pruning as a probabilistic sampling process, dynamically inserting and relocating Gaussians based on aggregated multi-view errors and opacity scores. Guided by Bayesian acceptance tests derived from these error-based importance scores, our method substantially reduces reliance on heuristics, offers greater flexibility, and adaptively infers Gaussian distributions without requiring predefined scene complexity. Experiments on benchmark datasets, including Mip-NeRF360, Tanks and Temples and Deep Blending, show that our approach reduces the number of Gaussians needed, achieving faster convergence while matching or modestly surpassing the view-synthesis quality of state-of-the-art models.

Computer Vision · 3D Rendering & Reconstruction

jingfeng Guo, Jian Liu, Jinnan Chen, Shiwei Mao, Changrong Hu, Puhua Jiang, Junlin Yu, Jing Xu, Qi Liu, LiXin Xu 等

We introduce Auto-Connect, a novel approach for automatic rigging that explicitly preserves skeletal connectivity through a connectivity-preserving tokenization scheme. Unlike previous methods that predict bone positions represented as two joints or first predict points before determining connectivity, our method employs special tokens to define endpoints for each joint's children and for each hierarchical layer, effectively automating connectivity relationships. This approach significantly enhances topological accuracy by integrating connectivity information directly into the prediction framework. To further guarantee high-quality topology, we implement a topology-aware reward function that quantifies topological correctness, which is then utilized in a post-training phase through reward-guided Direct Preference Optimization. Additionally, we incorporate implicit geodesic features for latent top-$k$ bone selection, which substantially improves skinning quality. By leveraging geodesic distance information within the model's latent space, our approach intelligently determines the most influential bones for each vertex, effectively mitigating common skinning artifacts. This combination of connectivity-preserving tokenization, reward-guided fine-tuning, and geodesic-aware bone selection enables our model to consistently generate more anatomically plausible skeletal structures with superior deformation properties.

Computer Vision · 3D Rendering & Reconstruction

Valentin Bieri, Marie-Julie Rakotosaona, Keisuke Tateno, Francis Engelmann, Leonidas Guibas

Current 3D layout estimation models are predominantly trained on synthetic datasets biased toward simplistic, single-floor scenes. This prevents them from generalizing to complex, multi-floor buildings, often forcing a per-floor processing approach that sacrifices global context. Few works have attempted to holistically address multi-floor layouts. In this work, we introduce HouseLayout3D, a real-world benchmark dataset, which highlights the limitations of existing research when handling expansive, architecturally complex spaces. Additionally, we propose MultiFloor3D, a baseline method leveraging recent advances in 3D reconstruction and 2D segmentation. Our approach significantly outperforms state-of-the-art methods on both our new and existing datasets. Remarkably, it does not require any layout-specific training.

Computer Vision · 3D Rendering & Reconstruction

Minje Kim, Tae-Kyun Kim

Reconstructing detailed hand avatars plays a crucial role in various applications. While prior works have focused on capturing high-fidelity hand geometry, they heavily rely on high-resolution multi-view image inputs and struggle to generalize on low-resolution images. Multi-view image super-resolution methods have been proposed to enforce 3D view consistency. These methods, however, are limited to static objects/scenes with fixed resolutions and are not applicable to articulated deformable hands. In this paper, we propose SRHand (Super-Resolution Hand), the method for reconstructing detailed 3D geometry as well as textured images of hands from low-resolution images. SRHand leverages the advantages of implicit image representation with explicit hand meshes. Specifically, we introduce a geometric-aware implicit image function (GIIF) that learns detailed hand prior by upsampling the coarse input images. By jointly optimizing the implicit image function and explicit 3D hand shapes, our method preserves multi-view and pose consistency among upsampled hand images, and achieves fine-detailed 3D reconstruction (wrinkles, nails). In experiments using the InterHand2.6M and Goliath datasets, our method significantly outperforms state-of-the-art image upsampling methods adapted to hand datasets, and 3D hand reconstruction methods, quantitatively and qualitatively. The code will be publicly available.

Computer Vision · 3D Rendering & Reconstruction

meng wang, Fan Wu, Ruihui Li, Qin Yunchuan, Zhuo Tang, Li Ken Li

3D Semantic Scene Completion (SSC) provides comprehensive scene geometry and semantics for autonomous driving perception, which is crucial for enabling accurate and reliable decision-making. However, existing SSC methods are limited to capturing sparse information from the current frame or naively stacking multi-frame temporal features, thereby failing to acquire effective scene context. These approaches ignore critical motion dynamics and struggle to achieve temporal consistency. To address the above challenges, we propose a novel temporal SSC method FlowScene: Learning Temporal 3D Semantic Scene Completion via Optical Flow Guidance. By leveraging optical flow, FlowScene can integrate motion, different viewpoints, occlusions, and other contextual cues, thereby significantly improving the accuracy of 3D scene completion. Specifically, our framework introduces two key components: (1) a Flow-Guided Temporal Aggregation module that aligns and aggregates temporal features using optical flow, capturing motion-aware context and deformable structures; and (2) an Occlusion-Guided Voxel Refinement module that injects occlusion masks and temporally aggregated features into 3D voxel space, adaptively refining voxel representations for explicit geometric modeling. Experimental results demonstrate that FlowScene achieves state-of-the-art performance, with mIoU of 17.70 and 20.81 on the SemanticKITTI and SSCBench-KITTI-360 benchmarks.

Computer Vision · 3D Rendering & Reconstruction

Mengjiao Ma, Qi Ma, Yue Li, Jiahuan Cheng, Runyi Yang, Bin Ren, Nikola Popovic, Mingqiang Wei, Nicu Sebe, Ender Konukoglu 等

3D Gaussian Splatting (3DGS) serves as a highly performant and efficient encoding of scene geometry, appearance, and semantics. Moreover, grounding language in 3D scenes has proven to be an effective strategy for 3D scene understanding. Current Language Gaussian Splatting line of work fall into three main groups: (i) per-scene optimization-based, (ii) per-scene optimization-free, and (iii) generalizable approach. However, most of them are evaluated only on rendered 2D views of a handful of scenes and viewpoints close to the training views, limiting ability and insight into holistic 3D understanding. To address this gap, we propose the first large-scale benchmark that systematically assesses these three groups of methods directly in 3D space, evaluating on 1060 scenes across three indoor datasets and one outdoor dataset. Benchmark results demonstrate a clear advantage of the generalizable paradigm, particularly in relaxing the scene-specific limitation, enabling fast feed-forward inference on novel scenes, and achieving superior segmentation performance. We further introduce SceneSplat-49K -- a carefully curated 3DGS dataset comprising of around 49K diverse indoor and outdoor scenes trained from multiple sources, with which we demonstrate generalizable approach could harness strong data priors. Our codes, benchmark, and datasets are available.

Computer Vision · 3D Rendering & Reconstruction

Jiaye Fu, Qiankun Gao, Chengxiang Wen, Yanmin Wu, Siwei Ma, Jiaqi Zhang, Jian Zhang

To address these challenges, we propose the Reconfigurable Continuum Gaussian Stream, dubbed ReCon-GS, a novel storage-aware framework that enables high-fidelity online dynamic scene reconstruction and real-time rendering. Specifically, we dynamically allocate multi-level Anchor Gaussians in a density-adaptive fashion to capture inter-frame geometric deformations, thereby decomposing scene motion into compact coarse-to-fine representations. Then, we design a dynamic hierarchy reconfiguration strategy that preserves localized motion expressiveness through on-demand anchor re-hierarchization, while ensuring temporal consistency through intra-hierarchical deformation inheritance that confines transformation priors to their respective hierarchy levels. Furthermore, we introduce a storage-aware optimization mechanism that flexibly adjusts the density of Anchor Gaussians at different hierarchy levels, enabling a controllable trade-off between reconstruction fidelity and memory usage. Extensive experiments on three widely used datasets demonstrate that, compared to state‐of‐the‐art methods, ReCon-GS improves training efficiency by approximately 15% and achieves superior FVV synthesis quality with enhanced robustness and stability. Moreover, at equivalent rendering quality, ReCon-GS slashes memory requirements by over 50% compared to leading state‑of‑the‑art methods. Code is avaliable at: https://github.com/jyfu-vcl/ReCon-GS/.

Computer Vision · 3D Rendering & Reconstruction

Sayan Deb Sarkar, Sinisa Stekovic, Vincent Lepetit, Iro Armeni

Transferring appearance to 3D assets using different representations of the appearance object - such as images or text - has garnered interest due to its wide range of applications in industries like gaming, augmented reality, and digital content creation. However, state-of-the-art methods still fail when the geometry between the input and appearance objects is significantly different. A straightforward approach is to directly apply a 3D generative model, but we show that this ultimately fails to produce appealing results. Instead, we propose a principled approach inspired by universal guidance. Given a pretrained rectified flow model conditioned on image or text, our training-free method interacts with the sampling process by periodically adding guidance. This guidance can be modeled as a differentiable loss function, and we experiment with two different types of guidance including part-aware losses for appearance and self-similarity. Our experiments show that our approach successfully transfers texture and geometric details to the input 3D asset, outperforming baselines both qualitatively and quantitatively. We also show that traditional metrics are not suitable for evaluating the task due to their inability of focusing on local details and comparing dissimilar inputs, in absence of ground truth data. We thus evaluate appearance transfer quality with a GPT-based system objectively ranking outputs, ensuring robust and human-like assessment, as further confirmed by our user study. Beyond showcased scenarios, our method is general and could be extended to different types of diffusion models and guidance functions. Project Page: *[https://sayands.github.io/guideflow3d](https://sayands.github.io/guideflow3d)*

Computer Vision · 3D Rendering & Reconstruction

Yan Xu, Yixing Wang, Stella X. Yu

Given just a few glimpses of a scene, can you imagine the movie playing out as the camera glides through it? That’s the lens we take on sparse-input novel view synthesis, not only as filling spatial gaps between widely spaced views, but also as completing a natural video unfolding through space. We recast the task as test-time natural video completion, using powerful priors from pretrained video diffusion models to hallucinate plausible in-between views. Our zero-shot, generation-guided framework produces pseudo views at novel camera poses, modulated by an uncertainty-aware mechanism for spatial coherence. These synthesized frames densify supervision for 3D Gaussian Splatting (3D-GS) for scene reconstruction, especially in under-observed regions. An iterative feedback loop lets 3D geometry and 2D view synthesis inform each other, improving both the scene reconstruction and the generated views. The result is coherent, high-fidelity renderings from sparse inputs without any scene-specific training or fine-tuning. On LLFF, DTU, DL3DV, and MipNeRF-360, our method significantly outperforms strong 3D-GS baselines under extreme sparsity. Our project page is at https://decayale.github.io/project/SV2CGS.

Computer Vision · 3D Rendering & Reconstruction

Jianing Chen, Zehao Li, Yujun Cai, Hao Jiang, Chengxuan Qian, Juyuan Kang, Shuqin Gao, Honglong Zhao, Tianlu Mao, Yucheng Zhang

Reconstructing dynamic 3D scenes from monocular videos remains a fundamental challenge in 3D vision. While 3D Gaussian Splatting (3DGS) achieves real-time rendering in static settings, extending it to dynamic scenes is challenging due to the difficulty of learning structured and temporally consistent motion representations. This challenge often manifests as three limitations in existing methods: redundant Gaussian updates, insufficient motion supervision, and weak modeling of complex non-rigid deformations. These issues collectively hinder coherent and efficient dynamic reconstruction. To address these limitations, we propose HAIF-GS, a unified framework that enables structured and consistent dynamic modeling through sparse anchor-driven deformation. It first identifies motion-relevant regions via an Anchor Filter to suppress redundant updates in static areas. A self-supervised Induced Flow-Guided Deformation module induces anchor motion using multi-frame feature aggregation, eliminating the need for explicit flow labels. To further handle fine-grained deformations, a Hierarchical Anchor Propagation mechanism increases anchor resolution based on motion complexity and propagates multi-level transformations. Extensive experiments on synthetic and real-world benchmarks validate that HAIF-GS significantly outperforms prior dynamic 3DGS methods in rendering quality, temporal coherence, and reconstruction efficiency.

Computer Vision · 3D Rendering & Reconstruction

Weijie Wang, Donny Y. Chen, Zeyu Zhang, Duochao Shi, Akide Liu, Bohan Zhuang

Feed-forward 3D Gaussian Splatting (3DGS) models have recently emerged as a promising solution for novel view synthesis, enabling one-pass inference without the need for per-scene 3DGS optimization. However, their scalability is fundamentally constrained by the limited capacity of their encoders, leading to degraded performance or excessive memory consumption as the number of input views increases. In this work, we analyze feed-forward 3DGS frameworks through the lens of the Information Bottleneck principle and introduce ZPressor, a lightweight architecture-agnostic module that enables efficient compression of multi-view inputs into a compact latent state $Z$ that retains essential scene information while discarding redundancy. Concretely, ZPressor enables existing feed-forward 3DGS models to scale to over 100 input views at 480P resolution on an 80GB GPU, by partitioning the views into anchor and support sets and using cross attention to compress the information from the support views into anchor views, forming the compressed latent state $Z$. We show that integrating ZPressor into several state-of-the-art feed-forward 3DGS models consistently improves performance under moderate input views and enhances robustness under dense view settings on two large-scale benchmarks DL3DV-10K and RealEstate10K.

Computer Vision · 3D Rendering & Reconstruction

Jiachen Lu, Hailan Shanbhag, Haitham Al Hassanieh

GeRaF is the first method to use neural implicit learning for near-range 3D geometry reconstruction from radio frequency (RF) signals. Unlike RGB or LiDAR-based methods, RF sensing can see through occlusion but suffers from low resolution and noise due to its lens-less imaging nature. While lenses in RGB imaging constrain sampling to 1D rays, RF signals propagate through the entire space, introducing significant noise and leading to cubic complexity in volumetric rendering. Moreover, RF signals interact with surfaces via specular reflections requiring fundamentally different modeling. To address these challenges, GeRaF (1) introduces filter-based rendering to suppress irrelevant signals, (2) implements a physics-based RF volumetric rendering pipeline, and (3) proposes a novel lens-less sampling and lens-less alpha blending strategy that makes full-space sampling feasible during training. By learning signed distance functions, reflectiveness, and signal power through MLPs and trainable parameters, GeRaF takes the first step towards reconstructing millimeter-level geometry from RF signals in real-world settings.

Hongchi Xia, Chih-Hao Lin, Hao-Yu Hsu, Quentin Leboutet, Katelyn Gao, Michael Paulitsch, Benjamin Ummenhofer, Shenlong Wang

Digitizing the physical world into accurate simulation‑ready virtual environments offers significant opportunities in a variety of fields such as augmented and virtual reality, gaming, and robotics. However, current 3D reconstruction and scene-understanding methods commonly fall short in one or more critical aspects, such as geometry completeness, object interactivity, physical plausibility, photorealistic rendering, or realistic physical properties for reliable dynamic simulation. To address these limitations, we introduce HoloScene, a novel interactive 3D reconstruction framework that simultaneously achieves these requirements. HoloScene leverages a comprehensive interactive scene-graph representation, encoding object geometry, appearance, and physical properties alongside hierarchical and inter-object relationships. Reconstruction is formulated as an energy-based optimization problem, integrating observational data, physical constraints, and generative priors into a unified, coherent objective. Optimization is efficiently performed via a hybrid approach combining sampling-based exploration with gradient-based refinement. The resulting digital twins exhibit complete and precise geometry, physical stability, and realistic rendering from novel viewpoints. Evaluations conducted on multiple benchmark datasets demonstrate superior performance, while practical use-cases in interactive gaming and real-time digital-twin manipulation illustrate HoloScene's broad applicability and effectiveness.

Computer Vision · 3D Rendering & Reconstruction

Yuqi Wu, Wenzhao Zheng, Jie Zhou, Jiwen Lu

Dense 3D scene reconstruction from an ordered sequence or unordered image collections is a critical step when bringing research in computer vision into practical scenarios. Following the paradigm introduced by DUSt3R, which unifies an image pair densely into a shared coordinate system, subsequent methods maintain an implicit memory to achieve dense 3D reconstruction from more images. However, such implicit memory is limited in capacity and may suffer from information loss of earlier frames. We propose Point3R, an online framework targeting dense streaming 3D reconstruction. To be specific, we maintain an explicit spatial pointer memory directly associated with the 3D structure of the current scene. Each pointer in this memory is assigned a specific 3D position and aggregates scene information nearby in the global coordinate system into a changing spatial feature. Information extracted from the latest frame interacts explicitly with this pointer memory, enabling dense integration of the current observation into the global coordinate system. We design a 3D hierarchical position embedding to promote this interaction and design a simple yet effective fusion mechanism to ensure that our pointer memory is uniform and efficient. Our method achieves competitive or state-of-the-art performance on various tasks with low training costs. Code: https://github.com/YkiWu/Point3R.

Computer Vision · 3D Rendering & Reconstruction

Chuandong Liu, Huijiao Wang, Lei YU, Gui-Song Xia

Recent advances in 3D Gaussian Splatting have shown remarkable potential for novel view synthesis. However, most existing large-scale scene reconstruction methods rely on the divide-and-conquer paradigm, which often leads to the loss of global scene information and requires complex parameter tuning due to scene partitioning and local optimization. To address these limitations, we propose MixGS, a novel holistic optimization framework for large-scale 3D scene reconstruction. MixGS models the entire scene holistically by integrating camera pose and Gaussian attributes into a view-aware representation, which is decoded into fine-detailed Gaussians. Furthermore, a novel mixing operation combines decoded and original Gaussians to jointly preserve global coherence and local fidelity. Extensive experiments on large-scale scenes demonstrate that MixGS achieves state-of-the-art rendering quality and competitive speed, while significantly reducing computational requirements, enabling large-scale scene reconstruction training on a single 24GB VRAM GPU.