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

Zhanpeng Luo, Haoxi Ran, Li Lu

Dynamic view synthesis has seen significant advances, yet reconstructing scenes from uncalibrated, casual video remains challenging due to slow optimization and complex parameter estimation. In this work, we present **Instant4D**, a monocular reconstruction system that leverages native 4D representation to efficiently process casual video sequences within minutes, without calibrated cameras or depth sensors. Our method begins with geometric recovery through deep visual SLAM, followed by grid pruning to optimize scene representation. Our design significantly reduces redundancy while maintaining geometric integrity, cutting model size to under **10%** of its original footprint. To handle temporal dynamics efficiently, we introduce a streamlined 4D Gaussian representation, achieving a **30×** speed-up and reducing training time to within two minutes, while maintaining competitive performance across several benchmarks. Our method reconstruct a single video within 10 minutes on the Dycheck dataset or for a typical 200-frame video. We further apply our model to in-the-wild videos, showcasing its generalizability. Our project website is published at https://instant4d.github.io/.

Computer Vision · 3D Rendering & Reconstruction

Xiyu Zhang, Chong Bao, YiPeng Chen, Hongjia Zhai, Yitong Dong, Hujun Bao, Zhaopeng Cui, Guofeng Zhang

3D reconstruction of indoor and urban environments is a prominent research topic with various downstream applications. However, existing geometric priors for addressing low-texture regions in indoor and urban settings often lack global consistency. Moreover, Gaussian Splatting and implicit SDF fields often suffer from discontinuities or exhibit computational inefficiencies, resulting in a loss of detail. To address these issues, we propose an Atlanta-world guided implicit-structured Gaussian Splatting that achieves smooth indoor and urban scene reconstruction while preserving high-frequency details and rendering efficiency. By leveraging the Atlanta-world model, we ensure the accurate surface reconstruction for low-texture regions, while the proposed novel implicit-structured GS representations provide smoothness without sacrificing efficiency and high-frequency details. Specifically, we propose a semantic GS representation to predict the probability of all semantic regions and deploy a structure plane regularization with learnable plane indicators for global accurate surface reconstruction. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches in both indoor and urban scenes, delivering superior surface reconstruction quality.

Computer Vision · 3D Rendering & Reconstruction

Joo Chan Lee, Jong Hwan Ko, Eunbyung Park

3D Gaussian Splatting (3DGS) has emerged as a powerful representation for real-time, high-performance rendering, enabling a wide range of applications. However, representing 3D scenes with numerous explicit Gaussian primitives imposes significant storage and memory overhead. Recent studies have shown that high-quality rendering can be achieved with a substantially reduced number of Gaussians when represented with high-precision attributes. Nevertheless, existing 3DGS compression methods still rely on a relatively large number of Gaussians, focusing primarily on attribute compression. This is because a smaller set of Gaussians becomes increasingly sensitive to lossy attribute compression, leading to severe quality degradation. Since the number of Gaussians is directly tied to computational costs, it is essential to reduce the number of Gaussians effectively rather than only optimizing storage. In this paper, we propose Optimized Minimal Gaussians representation (OMG), which significantly reduces storage while using a minimal number of primitives. First, we determine the distinct Gaussian from the near ones, minimizing redundancy without sacrificing quality. Second, we propose a compact and precise attribute representation that efficiently captures both continuity and irregularity among primitives. Additionally, we propose a sub-vector quantization technique for improved irregularity representation, maintaining fast training with a negligible codebook size. Extensive experiments demonstrate that OMG reduces storage requirements by nearly 50% compared to the previous state-of-the-art and enables 600+ FPS rendering while maintaining high rendering quality. Our source code is available at https://maincold2.github.io/omg/.

Computer Vision · 3D Rendering & Reconstruction

Jingkang Wang, Henry Che, Yun Chen, Ze Yang, Lily Goli, Sivabalan Manivasagam, Raquel Urtasun

Reconstructing large-scale dynamic scenes from visual observations is a fundamental challenge in computer vision, with critical implications for robotics and autonomous systems. While recent differentiable rendering methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have achieved impressive photorealistic reconstruction, they suffer from scalability limitations and require annotations to decouple actor motion. Existing self-supervised methods attempt to eliminate explicit annotations by leveraging motion cues and geometric priors, yet they remain constrained by per-scene optimization and sensitivity to hyperparameter tuning. In this paper, we introduce Flux4D, a simple and scalable framework for 4D reconstruction of large-scale dynamic scenes. Flux4D directly predicts 3D Gaussians and their motion dynamics to reconstruct sensor observations in a fully unsupervised manner. By adopting only photometric losses and enforcing an "as static as possible" regularization, Flux4D learns to decompose dynamic elements directly from raw data without requiring pre-trained supervised models or foundational priors simply by training across many scenes. Our approach enables efficient reconstruction of dynamic scenes within seconds, scales effectively to large datasets, and generalizes well to unseen environments, including rare and unknown objects. Experiments on outdoor driving datasets show Flux4D significantly outperforms existing methods in scalability, generalization, and reconstruction quality.

Computer Vision · 3D Rendering & Reconstruction

Kang Yang, Gaofeng Dong, Sijie Ji, Wan Du, Mani Srivastava

Synthesizing radio-frequency (RF) data given the transmitter and receiver positions, e.g., received signal strength indicator (RSSI), is critical for wireless networking and sensing applications, such as indoor localization. However, it remains challenging due to complex propagation interactions, including reflection, diffraction, and scattering. State-of-the-art neural radiance field (NeRF)-based methods achieve high-fidelity RF data synthesis but are limited by long training times and high inference latency. We introduce GSRF, a framework that extends 3D Gaussian Splatting (3DGS) from the optical domain to the RF domain, enabling efficient RF data synthesis. GSRF realizes this adaptation through three key innovations: First, it introduces complex-valued 3D Gaussians with a hybrid Fourier–Legendre basis to model directional and phase-dependent radiance. Second, it employs orthographic splatting for efficient ray–Gaussian intersection identification. Third, it incorporates a complex-valued ray tracing algorithm, executed on RF-customized CUDA kernels and grounded in wavefront propagation principles, to synthesize RF data in real time. Evaluated across various RF technologies, GSRF preserves high-fidelity RF data synthesis while achieving significant improvements in training efficiency, shorter training time, and reduced inference latency.

Computer Vision · 3D Rendering & Reconstruction

Jianfei Jiang, Qiankun Liu, Hongyuan Liu, Haochen Yu, Liyong Wang, Jiansheng Chen, Huimin Ma

Robust feature representations are essential for learning-based Multi-View Stereo (MVS), which relies on accurate feature matching. Recent MVS methods leverage Transformers to capture long-range dependencies based on local features extracted by conventional feature pyramid networks. However, the quadratic complexity of Transformer-based MVS methods poses challenges to balance performance and efficiency. Motivated by the global modeling capability and linear complexity of the Mamba architecture, we propose MVSMamba, the first Mamba-based MVS network. MVSMamba enables efficient global feature aggregation with minimal computational overhead. To fully exploit Mamba's potential in MVS, we propose a Dynamic Mamba module (DM-module) based on a novel reference-centered dynamic scanning strategy, which enables: (1) Efficient intra- and inter-view feature interaction from the reference to source views, (2) Omnidirectional multi-view feature representations, and (3) Multi-scale global feature aggregation. Extensive experimental results demonstrate MVSMamba outperforms state-of-the-art MVS methods on the DTU dataset and the Tanks-and-Temples benchmark with both superior performance and efficiency. The source code is available at https://github.com/JianfeiJ/MVSMamba.

Computer Vision · 3D Rendering & Reconstruction

Wenyue Chen, Peng Li, Wangguandong Zheng, Chengfeng Zhao, Mengfei Li, Yaolong Zhu, Zhiyang Dou, Ronggang Wang, Yuan Liu

Photorealistic 3D full-body human reconstruction from a single image is a critical yet challenging task for applications in films and video games due to inherent ambiguities and severe self-occlusions. While recent approaches leverage SMPL estimation and SMPL-conditioned image generative models to hallucinate novel views, they suffer from inaccurate 3D priors estimated from SMPL meshes and have difficulty in handling difficult human poses and reconstructing fine details.In this paper, we propose SyncHuman, a novel framework that combines 2D multiview generative model and 3D native generative model for the first time, enabling high-quality clothed human mesh reconstruction from single-view images even under challenging human poses.Multiview generative model excels at capturing fine 2D details but struggles with structural consistency, whereas 3D native generative model generates coarse yet structurally consistent 3D shapes. By integrating the complementary strengths of these two approaches, we develop a more effective generation framework. Specifically, we first jointly fine-tune the multiview generative model and the 3D native generative model with proposed pixel-aligned 2D-3D synchronization attention to produce geometrically aligned 3D shapes and 2D multiview images. To further improve details, we introduce a feature injection mechanism that lifts fine details from 2D multiview images onto the aligned 3D shapes, enabling accurate and high-fidelity reconstruction.Extensive experiments demonstrate that SyncHuman achieves robust and photorealistic 3D human reconstruction, even for images with challenging poses. Our method outperforms baseline methods in geometric accuracy and visual fidelity, demonstrating a promising direction for future 3D generation models.

Computer Vision · 3D Rendering & Reconstruction

Andrea Dunn Beltran, Daniel Rho, Marc Niethammer, Roni Sengupta

Simultaneous Localization and Mapping (SLAM) systems typically assume static, distant illumination; however, many real-world scenarios, such as endoscopy, subterranean robotics, and search & rescue in collapsed environments, require agents to operate with a co-located light and camera in the absence of external lighting. In such cases, dynamic near-field lighting introduces strong, view-dependent shading that significantly degrades SLAM performance. We introduce Near-Field Lighting Bundle Adjustment Loss (NFL-BA) which explicitly models near-field lighting as a part of Bundle Adjustment loss and enables better performance for scenes captured with dynamic lighting. NFL-BA can be integrated into neural rendering-based SLAM systems with implicit or explicit scene representations. Our evaluations mainly focus on endoscopy procedure where SLAM can enable autonomous navigation, guidance to unsurveyed regions, blindspot detections, and 3D visualizations, which can significantly improve patient outcomes and endoscopy experience for both physicians and patients. Replacing Photometric Bundle Adjustment loss of SLAM systems with NFL-BA leads to significant improvement in camera tracking, 37% for MonoGS and 14% for EndoGSLAM, and leads to state-of-the-art camera tracking and mapping performance on the C3VD colonoscopy dataset. Further evaluation on indoor scenes captured with phone camera with flashlight turned on, also demonstrate significant improvement in SLAM performance due to NFL-BA.

Computer Vision · 3D Rendering & Reconstruction

Xiang Li, Zirui Wang, Zixuan Huang, James Rehg

Humans and traditional computer vision methods rely on a diverse set of monocular cues to infer 3D structure from a single image, such as shading, texture, silhouette, etc. While recent deep generative models have dramatically advanced single-image 3D generation, it remains unclear which image cues these methods actually exploit. We introduce Cue3D, the first comprehensive, model-agnostic framework for quantifying the influence of individual image cues in single-image 3D generation. Our unified benchmark evaluates seven state-of-the-art methods, spanning regression-based, multi-view, and native 3D generative paradigms. By systematically perturbing cues such as shading, texture, silhouette, perspective, edges, and local continuity, we measure their impact on 3D output quality. Our analysis reveals that shape meaningfulness, not texture, dictates generalization. Geometric cues, particularly shading, are crucial for 3D generation. We further identify over-reliance on provided silhouettes and diverse sensitivities to cues such as perspective and local continuity across model families. By dissecting these dependencies, Cue3D advances our understanding of how modern 3D networks leverage classical vision cues, and offers directions for developing more transparent, robust, and controllable single-image 3D generation models.

Computer Vision · 3D Rendering & Reconstruction

Junqi You, Chieh Lin, Weijie Lyu, Zhengbo Zhang, Ming-Hsuan Yang

Recent advances in 3D scene reconstruction enable real-time viewing in virtual and augmented reality. To support interactive operations for better immersiveness, such as moving or editing objects, 3D scene inpainting methods are proposed to repair or complete the altered geometry. To support users in interacting (such as moving or editing objects) with the scene for the next level of immersiveness, 3D scene inpainting methods are developed to repair the altered geometry. However, current approaches rely on lengthy and computationally intensive optimization, making them impractical for real-time or online applications. We propose InstaInpaint, a reference-based feed-forward framework that produces 3D-scene inpainting from a 2D inpainting proposal within 0.4 seconds. We develop a self-supervised masked-finetuning strategy to enable training of our custom large reconstruction model (LRM) on the large-scale dataset. Through extensive experiments, we analyze and identify several key designs that improve generalization, textural consistency, and geometric correctness. InstaInpaint achieves a 1000$\times$ speed-up from prior methods while maintaining a state-of-the-art performance across two standard benchmarks. Moreover, we show that InstaInpaint generalizes well to flexible downstream applications such as object insertion and multi-region inpainting.

Computer Vision · Classification and Understanding

Xiaoyu Zhou, Jingqi Wang, Yuang Jia, Yongtao Wang, Deqing Sun, Ming-Hsuan Yang

Current 3D scene understanding methods are limited by offline-collected multi-view data or pre-constructed 3D geometry. In this paper, we present ExtractAnything3D (EA3D), a unified online framework for open-world 3D object extraction that enables simultaneous geometric reconstruction and holistic scene understanding. Given a streaming video, EA3D dynamically interprets each frame using vision-language and 2D vision foundation encoders to extract object-level knowledge. This knowledge is integrated and embedded into a Gaussian feature map via a feed-forward online update strategy. We then iteratively estimate visual odometry from historical frames and incrementally update online Gaussian features with new observations. A recurrent joint optimization module directs the model's attention to regions of interest, simultaneously enhancing both geometric reconstruction and semantic understanding. Extensive experiments across diverse benchmarks and tasks, including photo-realistic rendering, semantic and instance segmentation, 3D bounding box and semantic occupancy estimation, and 3D mesh generation, demonstrate the effectiveness of EA3D. Our method establishes a unified and efficient framework for joint online 3D reconstruction and holistic scene understanding, enabling a broad range of downstream tasks. The project webpage is available at \url{https://github.com/VDIGPKU/EA3D}.

Computer Vision · 3D Rendering & Reconstruction

Zipeng Wang, Dan Xu

Recently, 3D Gaussian Splatting (3DGS) has emerged as a powerful alternative to NeRF-based approaches, enabling real-time, high-quality novel view synthesis through explicit, optimizable 3D Gaussians. However, 3DGS suffers from significant memory overhead due to its reliance on per-Gaussian parameters to model view-dependent effects and anisotropic shapes. While recent works propose compressing 3DGS with neural fields, these methods struggle to capture high-frequency spatial variations in Gaussian properties, leading to degraded reconstruction of fine details. We present Hybrid Radiance Fields (HyRF), a novel scene representation that combines the strengths of explicit Gaussians and neural fields. HyRF decomposes the scene into (1) a compact set of explicit Gaussians storing only critical high-frequency parameters and (2) grid-based neural fields that predict remaining properties. To enhance representational capacity, we introduce a decoupled neural field architecture, separately modeling geometry (scale, opacity, rotation) and view-dependent color. Additionally, we propose a hybrid rendering scheme that composites Gaussian splatting with a neural field-predicted background, addressing limitations in distant scene representation.Experiments demonstrate that HyRF achieves state-of-the-art rendering quality while reducing model size by over 20× compared to 3DGS and maintaining real-time performance.

Computer Vision · 3D Rendering & Reconstruction

Chensheng Dai, Shengjun Zhang, Min Chen, Yueqi Duan

3D Gaussian Splatting (3DGS) has demonstrated impressive performance in 3D scene reconstruction. Beyond novel view synthesis, it shows great potential for multi-view surface reconstruction. Existing methods employ optimization-based reconstruction pipelines that achieve precise and complete surface extractions. However, these approaches typically require dense input views and high time consumption for per-scene optimization. To address these limitations, we propose SurfaceSplat, a feed-forward framework that generates efficient and generalizable pixel-aligned Gaussian surfel representations from sparse-view images. We observe that conventional feed-forward structures struggle to recover accurate geometric attributes of Gaussian surfels because the spatial frequency of pixel-aligned primitives exceeds Nyquist sampling rates. Therefore, we propose a cross-view feature aggregation module based on the Nyquist sampling theorem. Specifically, we first adapt the geometric forms of Gaussian surfels with spatial sampling rate-guided low-pass filters. We then project the filtered surfels across all input views to obtain cross-view feature correlations. By processing these correlations through a specially designed feature fusion network, we can finally regress Gaussian surfels with precise geometry. Extensive experiments on DTU reconstruction benchmarks demonstrate that our model achieves comparable results with state-of-the-art methods, and predict Gaussian surfels within 1 second, offering a 100× speedup without costly per-scene training.

Computer Vision · 3D Rendering & Reconstruction

Justin Lazarow, Kai Kang, Afshin Dehghan

We revisit scene-level 3D object detection as the output of an object-centric framework capable of both localization and mapping using 3D oriented boxes as the underlying geometric primitive. While existing 3D object detection approaches operate globally and implicitly rely on the a priori existence of metric camera poses, our method, Rooms from Motion (RfM) operates on a collection of un-posed images. By replacing the standard 2D keypoint-based matcher of structure-from-motion with an object-centric matcher based on image-derived 3D boxes, we estimate metric camera poses, object tracks, and finally produce a global, semantic 3D object map. When a priori pose is available, we can significantly improve map quality through optimization of global 3D boxes against individual observations. RfM shows strong localization performance and subsequently produces maps of higher quality than leading point-based and multi-view 3D object detection methods on CA-1M and ScanNet++, despite these global methods relying on overparameterization through point clouds or dense volumes. Rooms from Motion achieves a general, object-centric representation which not only extends the work of Cubify Anything to full scenes but also allows for inherently sparse localization and parametric mapping proportional to the number of objects in a scene.

Computer Vision · 3D Rendering & Reconstruction

Gang Wan, Qinlong Lan, Zihan Li, Huimin Wang, Wu Yitian, wang zhen, Wanhua Li, Yufei Guo

Spiking Neural Networks (SNNs), as a biologically inspired neural network architecture, have garnered significant attention due to their exceptional energy efficiency and increasing potential for various applications. In this work, we extend the use of SNNs to neural rendering tasks and introduce Spik-NeRF (Spiking Neural Radiance Fields). We observe that the binary spike activation map of traditional SNNs lacks sufficient information capacity, leading to information loss and a subsequent decline in the performance of spiking neural rendering models. To address this limitation, we propose the use of ternary spike neurons, which enhance the information-carrying capacity in the spiking neural rendering model. With ternary spike neurons, Spik-NeRF achieves performance that is on par with, or nearly identical to, traditional ANN-based rendering models. Additionally, we present a re-parameterization technique for inference that allows Spik-NeRF with ternary spike neurons to retain the event-driven, multiplication-free advantages typical of binary spike neurons. Furthermore, to further boost the performance of Spik-NeRF, we employ a distillation method, using an ANN-based NeRF to guide the training of our Spik-NeRF model, which is more compatible with the ternary neurons compared to the standard binary neurons. We evaluate Spik-NeRF on both realistic and synthetic scenes, and the experimental results demonstrate that Spik-NeRF achieves rendering performance comparable to ANN-based NeRF models.

Computer Vision · 3D Rendering & Reconstruction

Jonas Kulhanek, Torsten Sattler

Novel view synthesis is an important problem with many applications, including AR/VR, gaming, and robotic simulations. With the recent rapid development of Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS) methods, it is becoming difficult to keep track of the current state of the art (SoTA) due to methods using different evaluation protocols, codebases being difficult to install and use, and methods not generalizing well to novel 3D scenes. In our experiments, we show that even tiny differences in the evaluation protocols of various methods can artificially boost the performance of these methods. This raises questions about the validity of quantitative comparisons performed in the literature. To address these questions, we propose NerfBaselines, an evaluation framework which provides consistent benchmarking tools, ensures reproducibility, and simplifies the installation and use of various methods. We validate our implementation experimentally by reproducing the numbers reported in the original papers. For improved accessibility, we release a web platform that compares commonly used methods on standard benchmarks. We strongly believe NerfBaselines is a valuable contribution to the community as it ensures that quantitative results are comparable and thus truly measure progress in the field of novel view synthesis.

Computer Vision · 3D Rendering & Reconstruction

Kuan Wei Huang, Brandon Li, Bharath Hariharan, Noah Snavely

Geometric models like DUSt3R have shown great advances in understanding the geometry of a scene from pairs of photos. However, they fail when the inputs are from vastly different viewpoints (e.g., aerial vs.\ ground) or modalities (e.g., photos vs.\ abstract drawings) compared to what was observed during training. This paper addresses a challenging version of this problem: predicting correspondences between ground-level photos and floor plans. Current datasets for joint photo--floor plan reasoning are limited, either lacking in varying modalities (VIGOR) or lacking in correspondences (WAFFLE). To address these limitations, we introduce a new dataset, C3, created by first reconstructing a number of scenes in 3D from Internet photo collections via structure-from-motion, then manually registering the reconstructions to floor plans gathered from the Internet, from which we can derive correspondence between images and floor plans. C3 contains 90K paired floor plans and photos across 597 scenes with 153M pixel-level correspondences and 85K camera poses. We find that state-of-the-art correspondence models struggle on this task. By training on our new data, we can improve on the best performing method by 34\% in RMSE. We also identify open challenges in cross-modal geometric reasoning that our dataset aims to help address. Our project website is available at: \url{https://c3po-correspondence.github.io/}.

Computer Vision · 3D Rendering & Reconstruction

Weipeng Zhong, Peizhou Cao, Yichen Jin, Luo Li, Wenzhe Cai, Jingli Lin, Hanqing Wang, Zhaoyang Lyu, Tai WANG, Xudong XU 等

The advancement of Embodied AI heavily relies on large-scale, simulatable 3D scene datasets characterized by scene diversity and realistic layouts.However, existing datasets typically suffer from limitations in data scale or diversity, sanitized layouts lacking small items, and severe object collisions.To address these shortcomings, we introduce \textbf{InternScenes}, a novel large-scale simulatable indoor scene dataset comprising approximately 40,000 diverse scenes by integrating three disparate scene sources, \ie, real-world scans, procedurally generated scenes, and designer-created scenes, including 1.96M 3D objects and covering 15 common scene types and 288 object classes.We particularly preserve massive small items in the scenes, resulting in realistic and complex layouts with an average of 41.5 objects per region.Our comprehensive data processing pipeline ensures simulatability by creating real-to-sim replicas for real-world scans, enhances interactivity by incorporating interactive objects into these scenes, and resolves object collisions by physical simulations.We demonstrate the value of InternScenes with two benchmark applications: scene layout generation and point-goal navigation. Both show the new challenges posed by the complex and realistic layouts. More importantly, InternScenes paves the way for scaling up the model training for both tasks, making the generation and navigation in such complex scenes possible. We commit to open-sourcing the data and benchmarks to benefit the whole community.

Computer Vision · 3D Rendering & Reconstruction

Zihan Zheng, Zhenlong Wu, Houqiang Zhong, Yuan Tian, Ning Cao, Lan Xu, Jiangchao Yao, Xiaoyun Zhang, Qiang Hu, Wenjun Zhang

Achieving seamless viewing of high-fidelity volumetric video, comparable to 2D video experiences, remains an open challenge. Existing volumetric video compression methods either lack the flexibility to adjust quality and bitrate within a single model for efficient streaming across diverse networks and devices, or struggle with real-time decoding and rendering on lightweight mobile platforms. To address these challenges, we introduce 4DGCPro, a novel hierarchical 4D Gaussian compression framework that facilitates real-time mobile decoding and high-quality rendering via progressive volumetric video streaming in a single bitstream. Specifically, we propose a perceptually-weighted and compression-friendly hierarchical 4D Gaussian representation with motion-aware adaptive grouping to reduce temporal redundancy, preserve coherence, and enable scalable multi-level detail streaming. Furthermore, we present an end-to-end entropy-optimized training scheme, which incorporates layer-wise rate-distortion (RD) supervision and attribute-specific entropy modeling for efficient bitstream generation. Extensive experiments show that 4DGCPro enables flexible quality and variable bitrate within a single model, achieving real-time decoding and rendering on mobile devices while outperforming existing methods in RD performance across multiple datasets.

Computer Vision · 3D Rendering & Reconstruction

WANG Yun, Qiaole Dong, Yongjian Zhang, Tin Lun Lam, Yanwei Fu, Dapeng Wu, Junjie Hu

Temporally consistent depth estimation from stereo video is critical for real-world applications such as augmented reality, where inconsistent depth estimation disrupts the immersion of users. Despite its importance, this task remains challenging due to the difficulty in modeling long-term temporal consistency in a computationally efficient manner. Previous methods attempt to address this by aggregating spatio-temporal information but face a fundamental trade-off: limited temporal modeling provides only modest gains, whereas capturing long-range dependencies significantly increases computational cost. To address this limitation, we introduce a memory buffer for modeling long-range spatio-temporal consistency while achieving efficient dynamic stereo matching. Inspired by the two-stage decision-making process in humans, we propose a Pick-and-Play Memory (PPM) construction module for dynamic Stereo matching, dubbed as PPMStereo. PPM consists of a pick process that identifies the most relevant frames and a play process that weights the selected frames adaptively for spatio-temporal aggregation. This two-stage collaborative process maintains a compact yet highly informative memory buffer while achieving temporally consistent information aggregation. Extensive experiments validate the effectiveness of PPMStereo, demonstrating state-of-the-art performance in both accuracy and temporal consistency.Codes are available at \textcolor{blue}{https://github.com/cocowy1/PPMStereo}.