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1,093篇论文匹配“3D Rendering & Reconstruction”
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Suwan Lee, Jo Ryeong Yim, Kibaek Park, Dong-Gyu Kim, Eunhyeuk Kim, Minsup Jeong, Chae Kyung Sim, Seokju Lee

High-resolution and high-precision digital elevation models (DEMs) of the lunar surface are essential for landing site selection and geological research. However, traditional stereo matching provides a limited representation of the 3D scene and struggling with non-textured regions and extreme illumination variations. Recent lunar neural rendering methods are also ill-suited for 3D reconstruction due to their reliance on simple pinhole approximations for pushbroom sensors. These challenges are further compounded by geometric misalignment, distributional bias, and labor-intensive handcrafted preprocessing in satellite image pipelines. To address these issues, we introduce the Lunar Neural Elevation Model (LNEM), a volumetric reconstruction method that explicitly incorporates the pushbroom imaging process. A core component of our approach is Lunar Studio, a multi-orbit dataset and pipeline constructed using Rigorous Sensor Models (RSMs) to produce geometrically consistent observations from the Lunar Reconnaissance Orbiter Camera (LROC) Narrow Angle Camera (NAC) and the Korea Pathfinder Lunar Orbiter (KPLO) Lunar Terrain Imager (LUTI). LNEM integrates this pushbroom camera formulation with learned shadow modeling, enabling geometrically grounded and illumination-aware volumetric rendering under challenging lunar lighting conditions. Extensive experiments demonstrate that LNEM achieves geometrically consistent reconstruction across multiple sensors under diverse viewing and illumination conditions, providing a scalable complement to conventional DEM pipelines. To support reproducibility and future lunar research, we release Lunar Studio, the multi-orbit dataset, and the LNEM reconstruction pipeline.

Yuzhou Ji, Qijian Tian, He Zhu, Xiaoqi Jiang, Guangzhi Cao, Lizhuang Ma, Yuan Xie, Xin Tan

Explicit 3D representations have already become an essential medium for 3D simulation and understanding. However, the most commonly used point cloud and 3D Gaussian Splatting (3DGS) each suffer from non-photorealistic rendering and significant degradation under sparse inputs. In this paper, we introduce Sparse to Dense lifting (S2D), a novel pipeline that bridges the two representations and achieves high-quality 3DGS reconstruction with minimal inputs. Specifically, the S2D lifting is two-fold. We first present an efficient one-step diffusion model that lifts sparse point cloud for high-fidelity image artifact fixing. Meanwhile, to reconstruct 3D consistent scenes, we also design a corresponding reconstruction strategy with random sample drop and weighted gradient for robust model fitting from sparse input views to dense novel views. Extensive experiments show that S2D achieves the best consistency in generating novel view guidance and first-tier sparse view reconstruction quality under different input sparsity. By reconstructing stable scenes with the least possible captures among existing methods, S2D enables minimal input requirements for 3DGS applications.

Xinhao Liu, Jiaqi Li, Youming Deng, Ruxin Chen, Yingjia Zhang, Yifei Ma, Li Guo, Yiming Li, Jing Zhang, Chen Feng

Reproducible closed-loop evaluation remains a major bottleneck in Embodied AI such as visual navigation. A promising path forward is high-fidelity simulation that combines photorealistic sensor rendering with geometrically grounded interaction in complex, open-world urban environments. Although recent video-3DGS methods ease open-world scene capturing, they are still unsuitable for benchmarking due to large visual and geometric sim-to-real gaps. To address these challenges, we introduce Wanderland, a real-to-sim framework that features multi-sensor capture, reliable reconstruction, accurate geometry, and robust view synthesis. Using this pipeline, we curate a diverse dataset of indoor-outdoor urban scenes and systematically demonstrate how image-only pipelines scale poorly, how geometry quality impacts novel view synthesis, and how all of these adversely affect navigation policy learning and evaluation reliability. Beyond serving as a trusted testbed for embodied navigation, Wanderland's rich raw sensor data further allows benchmarking of 3D reconstruction and novel view synthesis models. Our work establishes a new foundation for reproducible research in open-world embodied AI.

Mochu Xiang, Zhelun Shen, Xuesong Li, Jiahui Ren, Jing Zhang, Chen Zhao, Shanshan Liu, Haocheng Feng, Jingdong Wang, Yuchao Dai

Humans perceive the 3D world from limited 2D observations. While recent feed-forward generalizable 3D reconstruction models can recover structures from sparse images, they typically represent only observed regions, leaving unseen geometry unmodeled. This raises a fundamental question: Can we infer complete 3D structure from partial observations? We present RnG (Reconstruction and Generation), a feed-forward Transformer that unifies reconstruction and generation by predicting an implicit, complete 3D representation. RnG introduces a reconstruction-guided causal attention mechanism that separates reconstruction and generation at the attention level while treating the KV-cache as an implicit 3D representation. Arbitrary poses can efficiently query this cache to render high-fidelity RGBD outputs. RnG accurately reconstructs visible geometry while generating plausible unseen structures and appearance. It achieves state-of-the-art performance in generalizable 3D reconstruction and novel view generation, while being efficient enough for real-time interactive applications.

Yifan Wang, Francesco Pittaluga, Zaid Tasneem, Chenyu You, Manmohan Chandraker, Ziyu Jiang

Controllable driving scene generation is critical for realistic and scalable autonomous driving simulation, yet existing approaches struggle to jointly achieve photorealism and precise control. We introduce HorizonForge, a unified framework that reconstructs scenes as editable Gaussian Splats and Meshes, enabling fine-grained 3D manipulation and language-driven vehicle insertion. Edits are rendered through a noise-aware video diffusion process that enforces spatial and temporal consistency, producing diverse scene variations in a single feed-forward pass without per-trajectory optimization. To standardize evaluation, we further propose HorizonSuite, a comprehensive benchmark spanning ego- and agent-level editing tasks such as trajectory modifications and object manipulation. Extensive experiments show that Gaussian Splatting delivers substantially higher fidelity than alternative 3D representations, and that temporal priors from video diffusion are essential for coherent synthesis. Combining these finding, HorizonSuite establishes a simple yet powerful paradigm for photorealistic, controllable driving simulation. achieving an 83.4% user-preference gain and a 25.19% FID improvement over the second best state-of-the-art method.

Haoran Wang, Guoxi Huang, Fan Zhang, David Bull, Nantheera Anantrasirichai

Recent significant advances in 3D scene representation have been driven by 3D Gaussian Splatting (3DGS), which has enabled real-time rendering with photorealistic quality. 3DGS often requires a large number of primitives to achieve high fidelity, leading to redundant representations and high resource consumption, thereby limiting its scalability for complex or large-scale scenes. Consequently, effective pruning strategies and more expressive primitives that can reduce redundancy while preserving visual quality are crucial for practical deployment. We propose an efficient, integrated reconstruction-aware pruning strategy that adaptively determines pruning timing and refining intervals based on reconstruction quality, thus reducing model size while enhancing rendering quality. Moreover, we introduce a 3D Difference-of-Gaussians primitive that jointly models both positive and negative densities in a single primitive, improving the expressiveness of Gaussians under compact configurations. Our method significantly improves model compactness, achieving up to 90% reduction in Gaussian-count while delivering visual quality that is similar to, or in some cases better than, that produced by state-of-the-art methods.

Xuezhen Wang, Li Ma, Yulin Shen, Zeyu Wang, Pedro V. Sander

Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow-guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.

Ranran Huang, Weixun Luo, Ye Mao, Krystian Mikolajczyk

In this paper, we introduce NAS3R, a self-supervised feed-forward framework that jointly learns explicit 3D geometry and camera parameters with no ground-truth annotations and no pretrained priors. During training, NAS3R reconstructs 3D Gaussians from uncalibrated and unposed context views and renders target views using its self-predicted camera parameters, enabling self-supervised training from 2D photometric supervision. To ensure stable convergence, NAS3R integrates reconstruction and camera prediction within a shared transformer backbone regulated by masked attention, and adopts a depth-based Gaussian formulation that facilitates well-conditioned optimization. The framework is compatible with state-of-the-art supervised 3D reconstruction architectures and can incorporate pretrained priors or intrinsic information when available. Extensive experiments show that NAS3R achieves superior results to other self-supervised methods, establishing a scalable and geometry-aware paradigm for 3D reconstruction from unconstrained data. Code and models are publicly available at https://ranrhuang.github.io/nas3r/.

Peiyu Xu, Shuang Zhao, Xin Sun, Krishna Mullia, Raymond Fei, Iliyan Georgiev

Ray-tracing-based 3D Gaussian splatting (3DGS) enjoys the generality of supporting non-pinhole camera models and relightable formulations. However, they are usually lacking in performance, partially due to the need for depth-based sorting of all intersecting Gaussians along the traced rays.In this paper, we introduce a sorting-free differentiable stochastic formulation for ray-traced 3DGS, enabling efficient reconstruction and rendering of both standard and relightable 3DGS scenes.For standard 3DGS, our method offers performance comparable to rasterization-based 3DGS and outperforms sorting-based ray tracing.For relightable 3DGS, our technique provides higher-quality reconstructions and renderings thanks to the accurate shadow and shading computation provided by fully ray-traced shadow and light rays.

Aadarsh Sahoo, Vansh Tibrewal, Georgia Gkioxari

Creating machines capable of understanding the world in 3D is essential in assisting designers that build and edit 3D environments and robots navigating and interacting within a three-dimensional space. Inspired by advances in language and image modeling, we investigate the potential of autoregressive models for a new modality: structured 3D scenes. To this end, we propose a unified LLM framework that aligns language, images, and 3D scenes and provide a detailed "cookbook" outlining critical design choices for achieving optimal training and performance addressing key questions related to data representation, modality-specific objectives, and more. We show how to tokenize complex 3D objects to incorporate into our structured 3D scene modality. We evaluate performance across four core 3D tasks - rendering, recognition, instruction-following, and question-answering - and four 3D datasets, synthetic and real-world. We show our model's effectiveness on reconstructing complete 3D scenes consisting of complex objects from a single image and on real-world 3D object recognition tasks. Project webpage: https://glab-caltech.github.io/kyvo/

Chandrakanth Gudavalli, Tajuddin Manhar Mohammed, Abhay Yadav, Ananth Vishnu Bhaskar, Hardik Prajapati, Cheng Peng, Rama Chellappa, Shivkumar Chandrasekaran, B.S. Manjunath

Aligning ground-level imagery with geo-registered satellite maps is crucial for mapping, navigation, and situational awareness, yet remains challenging under large viewpoint gaps or when GPS is unreliable. We introduce Wrivinder, a zero-shot, geometry-driven framework that aggregates multiple ground photographs to reconstruct a consistent 3D scene and align it with overhead satellite imagery. Wrivinder combines SfM reconstruction, 3D Gaussian Splatting, semantic grounding, and monocular depth-based metric cues to produce a stable zenith-view rendering that can be directly matched to satellite context for metrically accurate camera geo-localization. To support systematic evaluation of this task--which lacks suitable benchmarks--we also release MC-Sat, a curated dataset linking multi-view ground imagery with geo-registered satellite tiles across diverse outdoor environments. Together, Wrivinder and MC-Sat provide a first comprehensive baseline and testbed for studying geometry-centered cross-view alignment without paired supervision. In zero-shot experiments, Wrivinder achieves sub-30m geolocation accuracy across both dense and large-area scenes, highlighting the promise of geometry-based aggregation for robust ground-to-satellite localization. The MC-Sat dataset and Wrivinder codebase will be publicly released.

Jingyuan Gao, Yumeng Hu, Fei Gao, Mingjin Zhang

Thermal infrared (TIR) 3D reconstruction provides geometry that is intrinsically coupled to the temperature field, even in low-light, nighttime, and smoke-obscured environments. TIR imaging measures self-emitted thermal radiation driven by object temperature and is largely independent of external illumination; therefore, simply carrying over visible-spectrum assumptions to TIR-based 3D reconstruction and novel view synthesis (NVS) often results in floating artifacts and blurred edges. In addition, radiometric inconsistency and low contrast in TIR weaken structure-from-motion (SfM) initialization, which in turn hinders subsequent 3D Gaussian Splatting (3DGS) optimization. We present PhysIR-Splat, a 3DGS framework that follows infrared radiative transfer: we explicitly model temperature, emissivity, and environmental irradiance on Gaussian primitives and, during rendering, jointly account for thermal emission, the reflected component, and atmospheric transmittance to produce physically consistent thermal synthesis. We also introduce VGGT-IR, a Transformer-based feed-forward initializer that takes TIR input with optional RGB and directly regresses camera poses and initial geometry, providing a modality-aligned and stable starting point for PhysIR-Splat. Extensive experiments demonstrate that our method significantly surpasses existing approaches in thermal reconstruction quality and cross-view consistency, effectively suppressing floating artifacts and enhancing boundary sharpness. The source code will be publicly available at : https://github.com/JingyuanGao0919/physir-splat.

Jiashu Li, Xumeng Han, Zhaoyang Wei, Zipeng Wang, Kuiran Wang, Guorong Li, Zhenjun Han, Jianbin Jiao

3D Gaussian Splatting (3DGS) has recently emerged as a promising approach in novel view synthesis, combining photorealistic rendering with real-time efficiency. However, its success heavily relies on dense camera coverage; under sparse-view conditions, insufficient supervision leads to irregular Gaussian distributions--characterized by globally sparse coverage, blurred background, and distorted high-frequency areas.To address this, we propose HeroGS--Hierarchical Guidance for Robust 3D Gaussian Splatting--a unified framework that establishes hierarchical guidance across the image, feature, and parameter levels. At the image level, sparse supervision is converted into pseudo-dense guidance, globally regularizing the Gaussian distributions and forming a consistent foundation for subsequent optimization. Building upon this, Feature-Adaptive Densification and Pruning (FADP) at the feature level leverages low-level features to refine high-frequency details and adaptively densifies Gaussians in background regions.The optimized distributions then support Co-Pruned Geometry Consistency (CPG) at parameter level, which guides geometric consistency through parameter freezing and co-pruning, effectively removing inconsistent splats. The hierarchical guidance strategy effectively constrains and optimizes the overall Gaussian distributions, thereby enhancing both structural fidelity and rendering quality.Extensive experiments demonstrate that HeroGS achieves high-fidelity reconstructions and consistently surpasses state-of-the-art baselines under sparse-view conditions.

Mangyu Kong, Jaewon Lee, Seongwon Lee, Euntai Kim

3D Gaussian Splatting (3DGS) has recently emerged as a powerful scene representation and is increasingly used for visual localization and pose refinement. However, despite its high-quality differentiable rendering, the robustness of 3DGS-based pose refinement remains highly sensitive to both the initial camera pose and the reconstructed geometry. In this work, we take a closer look at these limitations and identify two major sources of uncertainty: (i) pose prior uncertainty, which often arises from regression or retrieval models that output a single deterministic estimate, and (ii) geometric uncertainty, caused by imperfections in the 3DGS reconstruction that propagate errors into PnP solvers. Such uncertainties can distort reprojection geometry and destabilize optimization, even when the rendered appearance still looks plausible.To address these uncertainties, we introduce a relocalization framework that combines Monte Carlo pose sampling with Fisher Information-based PnP optimization. Our method explicitly accounts for both pose and geometric uncertainty and requires no retraining or additional supervision. Across diverse indoor and outdoor benchmarks, our approach consistently improves localization accuracy and significantly increases stability under pose and depth noise.

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

Feed-forward 3D Gaussian Splatting (3DGS) enables efficient one-pass scene reconstruction, providing 3D representations for novel view synthesis without per-scene optimization. However, existing methods typically predict pixel-aligned primitives per-view, producing an excessive number of primitives in dense-view settings and offering no explicit control over the number of predicted Gaussians. To address this, we propose EcoSplat, the first efficiency-controllable feed-forward 3DGS framework that adaptively predicts the 3D representation for any given target primitive count at inference time. EcoSplat adopts a two-stage optimization process. The first stage is Pixel-aligned Gaussian Training (PGT) where our model learns initial primitive prediction. The second stage is Importance-aware Gaussian Finetuning (IGF) stage where our model learns rank primitives and adaptively adjust their parameters based on the target primitive count. Extensive experiments across multiple dense-view settings show that EcoSplat is robust and outperforms state-of-the-art methods under strict primitive-count constraints, making it well-suited for flexible downstream rendering tasks. Code and project page will be released.

Ke Niu, Haiyang Yu, Zhuofan Chen, Zhengtao Yao, Weitao Jia, Xiaodong Ge, Jingqun Tang, Benlei Cui, Bin Li, Xiangyang Xue

Computer-Aided Design (CAD) is essential in industrial design, but the complexity of traditional CAD modeling and workflows presents significant challenges for automating the generation of high-precision, editable CAD models. Existing methods, such as 3D reconstruction from sketches, often produce non-editable, approximate models that fall short of meeting the stringent requirements for precision and editability in industrial design. Moreover, the reliance on text or image-based inputs often requires significant manual annotation, limiting their scalability and applicability in industrial settings. To overcome these challenges, we propose the Heterogeneous Collaborative Multi-Expert Reinforcement Learning (CME-CAD) paradigm, a novel training paradigm for CAD code generation. Our approach integrates the complementary strengths of these models, facilitating collaborative learning and improving the model's ability to generate accurate, constraint-compatible, and fully editable CAD models. We introduce a two-stage training process: Multi-Expert Fine-Tuning (MEFT), and Multi-Expert Reinforcement Learning (MERL). Additionally, we present CADExpert, an open-source benchmark consisting of 17,299 instances, including orthographic projections with precise dimension annotations, expert-generated Chain-of-Thought (CoT) processes, executable CADQuery code, and rendered 3D models. The CADExpert dataset is publicly available at https://modelscope.cn/datasets/zhuofanChen/CADExpert.

Zhengxian Yang, Fei Xie, Xutao Xue, Rui Zhang, Taicheng Huang, Yang Liu, Mengqi Ji, Tao Yu

3D Gaussian Splatting (3DGS) has enabled efficient 3D scene reconstruction from everyday images with real-time, high-fidelity rendering, greatly advancing VR/AR applications. Fisheye cameras, with their wider field of view (FOV), promise high-quality reconstructions from fewer inputs and have recently attracted much attention. However, since 3DGS relies on rasterization, most subsequent works involving fisheye camera inputs first undistort images before training, which introduces two problems: 1) Black borders at image edges cause information loss and negate the fisheye's large FOV advantage; 2) Undistortion's stretch-and-interpolate resampling spreads each pixel's value over a larger area, diluting detail density-- causes 3DGS overfitting these low-frequency zones, producing blur and floating artifacts. In this work, we integrate fisheye camera model into the original 3DGS framework, enabling native fisheye image input for training without preprocessing. Despite correct modeling, we observed that the reconstructed scenes still exhibit floaters at image edges: Distortion increases toward the periphery, and 3DGS's original per-iteration random-selecting-view optimization ignores the cross-view correlations of a Gaussian, leading to extreme shapes (e.g., oversized or elongated) that degrade reconstruction quality. To address this, we introduce a feature-overlap-driven cross-view joint optimization strategy that establishes consistent geometric and photometric constraints across views--a technique equally applicable to existing pinhole-camera-based pipelines. Our DirectFisheye-GS matches or surpasses state-of-the-art performance on public datasets.

Applications · Computer Vision

Mikołaj Zieliński, Krzysztof Byrski, Tomasz Szczepanik, Dominik Belter, Przemysław Spurek

Neural scene representations achieve high-fidelity rendering by encoding 3D scenes as continuous functions, but their latent spaces are typically implicit and globally entangled, making localized editing and physically grounded manipulation difficult. While several works introduce explicit control structures or point-based latent representations to improve editability, these approaches often suffer from limited locality, sensitivity to deformations, or visual artifacts. In this paper, we introduce Affine-Equivariant Kernel Space Encoding (EKS), a spatial encoding for neural radiance fields that provides localized, deformation-aware feature representations. Instead of querying latent features directly at discrete points or grid vertices, our encoding aggregates features through a field of anisotropic Gaussian kernels, each defining a localized region of influence. This kernel-based formulation enables stable feature interpolation under spatial transformations while preserving continuity and high reconstruction quality. To preserve detail without sacrificing editability, we further propose a training-time feature distillation mechanism that transfers information from multi-resolution hash grid encodings into the kernel field, yielding a compact and fully grid-free representation at inference. This enables intuitive, localized scene editing directly via Gaussian kernels without retraining, while maintaining high-quality rendering.

Applications · Computer Vision

Lihe Ding, Weicai Ye, Shaocong Dong, Xintao Wang, Pengfei Wan, Kun Gai, Tianfan Xue

Dynamic 3D content representation is crucial for generating moving 3D objects and scenes. Existing 4D variational autoencoders (VAEs) are mainly based on projected 2D pointmaps, which are only incomplete and view-dependent observations that do not model the native 4D positional relations between points. This often leads to projection-induced distortions and irreversible token dislocation. In this paper, we introduce a novel 4D VAE that operates directly in native 4D space, that is dynamic colored voxel space, without 2D projection. This preserves explicit spatio-temporal coordinates throughout the learned encoder and decoder, enabling both partial and complete 4D content encoding. To support a flexible temporal compression ratio, we also design a novel spatio-temporal window attention module that performs attention within local 4D windows. Additionally, we propose a differentiable voxel rendering loss based on sparse voxel rasterization to improve the geometry and color reconstruction quality. On 4D reconstruction tasks, our approach improves reconstruction fidelity over pointmap VAEs and flow-based VAEs while learning a more structurally consistent latent space. We further demonstrate the generative potential of our method by training a video-conditioned 4D diffusion model.

Applications · Computer Vision

Wudi Chen, Zhiyuan Zha, Xin Yuan, Shigang Wang, Bihan Wen, Jiantao Zhou, Gang Yan, zipei fan, Ce Zhu

Recent advances have demonstrated that coded aperture snapshot spectral imaging (CASSI) systems show great potential for capturing 3D hyperspectral images (HSIs) from a single 2D measurement. Despite the inherent spectral continuity of scenes captured by CASSI, most existing reconstruction methods are restricted to fixed, discrete spectral outputs, thereby precluding continuous spectral reconstruction or spectral super-resolution. To address this challenge, we propose Phy-CoSF, which synergizes deep unfolding networks with implicit neural representations, establishing a new paradigm for continuous spectral reconstruction and super-resolution in CASSI. Specifically, we propose a two-phase architecture that bridges discrete-wavelength training with continuous spectral rendering, enabling the synthesis of high-fidelity HSIs at arbitrary target wavelengths. At the core of our framework lies the continuous spectral fields (CoSF) module, embedded within each unfolding stage as a dynamic prior, which comprises a triple-branch cross-domain feature mixer for comprehensive spatial–frequency–channel feature fusion, alongside a spectral synthesis head that generates spectral intensities by querying continuous wavelength coordinates. Extensive experimental results demonstrate that Phy-CoSF not only achieves continuous modeling at arbitrary spectral resolutions but also outperforms many state-of-the-art methods in both reconstruction fidelity and spectral detail preservation.