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Social Aspects · Fairness, Equity, Justice and Safety

Hoin Jung, Junyi Chai, Xiaoqian Wang

Vision-Language Models (VLMs) and Large Multimodal Models (LMMs) have significantly advanced image-to-text generation tasks such as image captioning and visual question answering (VQA). However, these models often exhibit biases, including attribute misalignment between the generated text and the input image, or the reinforcement of harmful stereotypes. Existing debiasing techniques primarily focus on modifying representations at the encoder or decoder level, which can degrade model performance and may be susceptible to bias reintroduction from external sources. In this work, we propose **Adaptive Logit Adjustment (ALA) for Bias Alignment and Neutralization**, a post-hoc debiasing method that operates directly on logits during autoregressive text generation. Unlike prior approaches that modify internal representations, ALA selectively adjusts token probabilities to mitigate biases without distorting essential model outputs. Our approach leverages external classifiers to measure bias misalignment between image and text, applies gradient-based importance analysis to identify bias-inducing tokens, and dynamically refines token probabilities to reduce undesired biases. We evaluate ALA on image captioning and various VQA tasks, demonstrating its effectiveness in mitigating bias while maintaining contextual accuracy. Notably, our approach is applicable to various multimodal architectures in a model-agnostic manner, including VLMs and LMMs, across different tasks that involve autoregressive text generation. Our results show that logit-based debiasing offers a flexible and efficient alternative to existing encoder- and embedding-centric approaches, providing a more practical solution for building fairer multimodal AI systems.

Social Aspects · Fairness, Equity, Justice and Safety

Jaeil Park, Sung-Bae Cho

Large language models (LLMs) often encode social biases tied to sensitive features such as race and gender, undermining fairness in downstream tasks even after instruction tuning. Conventional debiasing methods require expensive fine-tuning, are tied to specific architectures, or operate only at the input or decoding stage while neglecting attention-level representations, which can result in compromised task performance. Moreover, most approaches are tailored to single-attribute settings and do not explicitly address scenarios with multiple, overlapping protected attributes and their intersections. This paper proposes a novel method of multi-feature quantized attention regularization (MQAR) to mitigate multi-feature bias by injecting a structured quantization into frozen self-attention layers. MQAR disentangles attribute-specific activations through vector-quantized regularization and uses a discriminator-guided autoencoding regularizer to adversarially suppress protected-attribute information while preserving task-relevant semantics. Crucially, the proposed method operates without modifying the backbone parameters or accessing pre-training data, ensuring architecture-agnostic applicability and minimizing representation distortion. MQAR is evaluated on five diverse LLMs (BERT, T5, GPT-Neo, Mixtral, and LLaMA 3.2) using three standard bias benchmarks (WinoBias, StereoSet, and CrowS-Pairs). Across these models, MQAR consistently reduces bias for multiple protected attributes and their intersections while maintaining downstream accuracy within at most 0.4 \%, on average, of non-debiased baselines on sentiment analysis, abusive language detection, and text generation tasks. These findings highlight quantized attention regularization as a scalable and effective method for mitigating social bias in modern language models.

Feng-Lin Liu, Shi-Yang Li, Yan-Pei Cao 0001, Hongbo Fu 0001, Lin Gao 0004

Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing.

Xiang Zhang 0022, Yang Zhang 0003, Lukas Mehl, Markus Gross 0001, Christopher Schroers

Despite recent advances in Novel View Synthesis (NVS), generating high-fidelity views from single or sparse observations remains challenging. Existing splatting-based approaches often produce distorted geometry due to splatting errors. While diffusion-based methods leverage rich 3D priors to achieve improved geometry, they often suffer from texture hallucination. In this paper, we introduce SplatDiff, a pixel-splatting-guided video diffusion model designed to synthesize high-fidelity novel views from a single image. Specifically, we propose an aligned synthesis strategy for precise control of target viewpoints and geometry-consistent view synthesis. To mitigate texture hallucination, we design a texture bridge module that enables high-fidelity texture generation through adaptive feature fusion. In this manner, SplatDiff leverages the strengths of splatting and diffusion for geometrically consistent, high-fidelity view synthesis. Extensive experiments verify the state-of-the-art performance of SplatDiff in single-view NVS. Additionally, without extra training, SplatDiff shows remarkable zero-shot performance across diverse tasks, including sparse-view NVS and stereo video conversion.

Sophie Kergaßner, Taimoor Tariq, Piotr Didyk

The true vision for real-time virtual and augmented reality is reproducing our visual reality in its entirety on immersive displays. To this end, foveated rendering leverages the limitations of spatial acuity in human peripheral vision to allocate computational resources to the fovea while reducing quality in the periphery. Such methods are often derived from studies on the spatial resolution of the human visual system and its ability to perceive blur in the periphery, enabling the potential for high spatial quality in real-time. However, the effects of blur on other visual cues that depend on luminance contrast, such as depth, remain largely unexplored. It is critical to understand this interplay, as accurate depth representation is a fundamental aspect of visual realism. In this paper, we present the first evaluation exploring the effects of foveated rendering on stereoscopic depth perception. We design a psychovisual experiment to quantitatively study the effects of peripheral blur on depth perception. Our analysis demonstrates that stereoscopic acuity remains unaffected (or even improves) by high levels of peripheral blur. Based on our studies, we derive a simple perceptual model that determines the amount of foveation that does not affect stereoacuity. Furthermore, we analyze the model in the context of common foveation practices reported in literature. The findings indicate that foveated rendering does not impact stereoscopic depth perception, and stereoacuity remains unaffected with up to 2 × stronger foveation than commonly used. Finally, we conduct a validation experiment and show that our findings hold for complex natural stimuli.

Xinlong Ding, Hongwei Yu, Jiawei Li, Feifan Li, Yu Shang, Bochao Zou, Huimin Ma, Jiansheng Chen

Camera pose estimation is a fundamental computer vision task that is essential for applications like visual localization and multi-view stereo reconstruction. In the object-centric scenarios with sparse inputs, the accuracy of pose estimation can be significantly influenced by background textures that occupy major portions of the images across different viewpoints. In light of this, we introduce the Kaleidoscopic Background Attack (KBA), which uses identical segments to form discs with multi-fold radial symmetry. These discs maintain high similarity across different viewpoints, enabling effective attacks on pose estimation models even with natural texture segments. Additionally, a projected orientation consistency loss is proposed to optimize the kaleidoscopic segments, leading to a significant enhancement in the attack effectiveness. Experimental results show that optimized adversarial kaleidoscopic backgrounds can effectively attack various camera pose estimation models.

Pengjie Zhang, Lin Zhu, Xiao Wang, Lizhi Wang, Hua Huang

Event cameras have shown promise in vision applications like optical flow estimation and stereo matching with many specialized architectures. However, existing works only focus event data within the confines of task-specific domains, overlooking the correlations between tasks across the temporal and spatial domains. In this paper, we propose a novel matching-based framework for event cameras to estimate flow and disparity simultaneously in a shared representation space, reformulating them as a unified pixel-wise correspondence matching problem. Specifically, our method utilizes a Temporal Recurrent Network to aggregate asynchronous event features across temporal or spatial domains, and a Spatial Contextual Attention to enhance knowledge transfer across event flows via temporal or spatial interactions. By utilizing a shared pixel-wise feature similarities module, our network performs optical flow estimation from temporal event segments and stereo matching from spatial event segments simultaneously. Our unified model inherently supports multi-task unification and cross-task transfer, which facilitate training and streamline deployment. Without the need for retraining on specific tasks, our model can effectively handle both event-based flow and stereo estimation, achieving state-of-the-art performance on both tasks. Our code will be released upon acceptance.

Tianci Wen, Zhiang Liu, Yongchun Fang

3D Gaussian splatting (3D-GS) has recently revolutionized novel view synthesis in the simultaneous localization and mapping (SLAM) problem. However, most existing algorithms fail to fully capture the underlying structure, resulting in structural inconsistency. Additionally, they struggle with abrupt appearance variations, leading to inconsistent visual quality. To address these problems, we propose SEGS-SLAM, a structure-enhanced 3D Gaussian Splatting SLAM, which achieves high-quality photorealistic mapping. Our main contributions are two-fold. First, we propose a structure-enhanced photorealistic mapping (SEPM) framework that, for the first time, leverages highly structured point cloud to initialize structured 3D Gaussians, leading to significant improvements in rendering quality. Second, we propose Appearance-from-Motion embedding (AfME), enabling 3D Gaussians to better model image appearance variations across different camera poses. Extensive experiments on monocular, stereo, and RGB-D datasets demonstrate that SEGS-SLAM significantly outperforms state-of-the-art (SOTA) methods in photorealistic mapping quality, e.g., an improvement of 19.86% in PSNR over MonoGS on the TUM RGB-D dataset for monocular cameras. The project page is available at https://segs-slam.github.io/.

Fan Pei, Jinchen Bai, Xiang Feng, Zoubin Bi, Kun Zhou, Hongzhi Wu

We present OpenSubstance, a high-quality measured dataset with 2.4 million high-dynamic-range images of 187 objects with a wide variety in shape and appearance, captured under 270 camera views and 1,637 lighting conditions, including 1,620 one-light-at-a-time, 8 environment, 8 linear and 1 full-on illumination. For each image, the corresponding lighting condition, camera parameters and foreground segmentation mask are provided. High-precision 3D geometry is also acquired for rigid objects. It takes 1 hour on average to capture one object with our custom-built high-performance lightstage and a top-grade commercial 3D scanner. We perform comprehensive quantitative evaluation on state-of-the-art techniques across different tasks, including single- and multi-view photometric stereo, as well as relighting. The project is publicly available at https://opensubstance.github.io/

Tongfan Guan, Jiaxin Guo, Chen Wang, Yun-Hui Liu

Monocular and stereo depth estimation offer complementary strengths: monocular methods capture rich contextual priors but lack geometric precision, while stereo approaches leverage epipolar geometry yet struggle with ambiguities such as reflective or textureless surfaces. Despite post-hoc synergies, these paradigms remain largely disjoint in practice. We introduce OmniDepth, a unified framework that bridges both through iterative bidirectional alignment of their latent representations. At its core, a novel cross-attentive alignment mechanism dynamically synchronizes monocular contextual cues with stereo hypothesis representations during stereo reasoning. This mutual alignment resolves stereo ambiguities (e.g., specular surfaces) by injecting monocular structure priors while refining monocular depth with stereo geometry within a single network.Extensive experiments demonstrate state-of-the-art results: OmniDepth reduces zero-shot generalization error by \!>\!40% on Middlebury and ETH3D, while addressing longstanding failures on transparent and reflective surfaces. By harmonizing multi-view geometry with monocular context, OmniDepth enables robust 3D perception that transcends modality-specific limitations. Codes available at https://github.com/aeolusguan/OmniDepth.

Sara Rojas, Matthieu Armando, Bernard Ghanem, Philippe Weinzaepfel, Vincent Leroy, Grégory Rogez

Recovering the 3D geometry of a scene from a sparse set of uncalibrated images is a long-standing problem in computer vision. While recent learning-based approaches such as DUSt3R and MASt3R have demonstrated impressive results by directly predicting dense scene geometry, they are primarily trained on outdoor scenes with static environments and struggle to handle human-centric scenarios. In this work, we introduce HAMSt3R, an extension of MASt3R for joint human and scene 3D reconstruction from sparse, uncalibrated multi-view images. First, we exploit DUNE, a strong image encoder obtained by distilling, among others, the encoders from MASt3R and from a state-of-the-art Human Mesh Recovery (HMR) model, multi-HMR, for a better understanding of scene geometry and human bodies. Our method then incorporates additional network heads to segment people, estimate dense correspondences via DensePose, and predict depth in human-centric environments, enabling a more comprehensive 3D reconstruction. By leveraging the outputs of our different heads, HAMSt3R produces a dense point map enriched with human semantic information in 3D. Unlike existing methods that rely on complex optimization pipelines, our approach is fully feed-forward and efficient, making it suitable for real-world applications. We evaluate our model on EgoHumans and EgoExo4D, two challenging benchmarks containing diverse human-centric scenarios. Additionally, we validate its generalization to traditional multi-view stereo and multi-view pose regression tasks. Our results demonstrate that our method can reconstruct humans effectively while preserving strong performance in general 3D reconstruction tasks, bridging the gap between human and scene understanding in 3D vision.

Jijun Xiang, Xuan Zhu, Xianqi Wang, Yu Wang, Hong Zhang, Fei Guo, Xin Yang

Depth enhancement, which uses RGB images as guidance to convert raw signals from dToF into high-precision, dense depth maps, is a critical task in computer vision. Although existing super-resolution-based methods show promising results on public datasets, they often rely on idealized assumptions like accurate region correspondences and reliable dToF inputs, overlooking calibration errors that cause misalignment and anomaly signals inherent to dToF imaging, limiting real-world applicability. To address these challenges, we propose a novel completion-based method, named DEPTHOR, featuring advances in both the training strategy and model architecture. First, we propose a method to simulate real-world dToF data from the accurate ground truth in synthetic datasets to enable noise-robust training. Second, we design a novel network that incorporates monocular depth estimation (MDE), leveraging global depth relationships and contextual information to improve prediction in challenging regions. On the ZJU-L5 dataset, our training strategy significantly enhances depth completion models, achieving results comparable to depth super-resolution methods, while our model achieves state-of-the-art results, improving Rel and RMSE by 27% and 18%, respectively. On a more challenging set of dToF samples we collected, our method outperforms SOTA methods on preliminary stereo-based GT, improving Rel and RMSE by 23% and 22%, respectively. Our Code is available at https://github.com/ShadowBbBb/Depthor

Vanessa Sklyarova, Egor Zakharov, Malte Prinzler, Giorgio Becherini, Michael J. Black, Justus Thies

We present a novel approach for 3D hair reconstruction from single photographs based on a global hair prior combined with local optimization. Capturing strand-based hair geometry from single photographs is challenging due to the variety and geometric complexity of hairstyles and the lack of ground truth training data. Classical reconstruction methods like multi-view stereo only reconstruct the visible hair strands, missing the inner structure of hairstyles and hampering realistic hair simulation. To address this, existing methods leverage hairstyle priors trained on synthetic data. Such data, however, is limited in both quantity and quality since it requires manual work from skilled artists to model the 3D hairstyles and create near-photorealistic renderings. To address this, we propose a novel approach that uses both, real and synthetic data to learn an effective hairstyle prior. Specifically, we train a transformer-based prior model on synthetic data to obtain knowledge of the internal hairstyle geometry and introduce real data in the learning process to model the outer structure. This training scheme is able to model the visible hair strands depicted in an input image, while preserving the general 3D structure of hairstyles. We exploit this prior to create a Gaussian-splatting-based reconstruction method that creates hairstyles from one or more images. Qualitative and quantitative comparisons with existing reconstruction pipelines demonstrate the effectiveness and superior performance of our method for capturing detailed hair orientation, overall silhouette, and backside consistency. For additional results and code, please refer to https://im2haircut.is.tue.mpg.de.

Wenhang Ge, Jiantao Lin, Guibao Shen, Jiawei Feng, Tao Hu, Xinli Xu, Ying-Cong Chen

We propose PRM, a novel photometric stereo based large reconstruction model to reconstruct high-quality meshes with fine-grained details. Previous large reconstruction models typically prepare training images under fixed and simple lighting, offering minimal photometric cues for precise reconstruction. Furthermore, images containing specular surfaces are treated as out-of-distribution samples, resulting in degraded reconstruction quality. To handle these challenges, PRM renders images by varying materials and lighting, which not only improves the local details by providing rich photometric cues but also increases the model's robustness to variations in the appearance of input images. To offer enhanced flexibility, we incorporate a real-time physically-based rendering (PBR) method and mesh rasterization for ground-truth rendering. By using an explicit mesh as 3D representation, PRM ensures the application of differentiable PBR for predicted rendering. This approach models specular color more accurately for images with varying materials and illumination than previous neural rendering methods and supports multiple supervisions for geometry optimization. Extensive experiments demonstrate that PRM significantly outperforms other models.

Jiahao Li, Xinhong Chen, Zhengmin Jiang, Qian Zhou, Yung-Hui Li, Jianping Wang

Stereo matching achieves significant progress with iterative algorithms like RAFT-Stereo and IGEV-Stereo. However, these methods struggle in ill-posed regions with occlusions, textureless, or repetitive patterns, due to a lack of global context and geometric information for effective iterative refinement. To enable the existing iterative approaches to incorporate global context, we propose the Global Regulation and Excitation via Attention Tuning (GREAT) framework which encompasses three attention modules. Specifically, Spatial Attention (SA) captures the global context within the spatial dimension, Matching Attention (MA) extracts global context along epipolar lines, and Volume Attention (VA) works in conjunction with SA and MA to construct a more robust cost-volume excited by global context and geometric details. To verify the universality and effectiveness of this framework, we integrate it into several representative iterative stereo-matching methods and validate it through extensive experiments, collectively denoted as GREAT-Stereo. This framework demonstrates superior performance in challenging ill-posed regions. Applied to IGEV-Stereo, among all published methods, our GREAT-IGEV ranks first on the Scene Flow test set, KITTI 2015, and ETH3D leaderboards, and achieves second on the Middlebury benchmark. Code is available at https://github.com/JarvisLee0423/GREAT-Stereo.

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

Learning-based Multi-View Stereo (MVS) methods aim to predict depth maps for a sequence of calibrated images to recover dense point clouds. However, existing MVS methods often struggle with challenging regions, such as textureless regions and reflective surfaces, where feature matching fails. In contrast, monocular depth estimation inherently does not require feature matching, allowing it to achieve robust relative depth estimation in these regions. To bridge this gap, we propose MonoMVSNet, a novel monocular feature and depth guided MVS network that integrates powerful priors from a monocular foundation model into multi-view geometry. Firstly, the monocular feature of the reference view is integrated into source view features by the attention mechanism with a newly designed cross-view position encoding. Then, the monocular depth of the reference view is aligned to dynamically update the depth candidates for edge regions during the sampling procedure. Finally, a relative consistency loss is further designed based on the monocular depth to supervise the depth prediction. Extensive experiments demonstrate that MonoMVSNet achieves state-of-the-art performance on the DTU and Tanks-and-Temples datasets, ranking first on the Tanks-and-Temples Intermediate and Advanced benchmarks. The source code is available at https://github.com/JianfeiJ/MonoMVSNet.

Yingde Song, Zongyuan Yang, Baolin Liu, Yongping Xiong, Sai Chen, Lan Yi, Zhaohe Zhang, Xunbo Yu

Light Field Displays (LFDs), despite significant advances in hardware technology supporting larger fields of view and multiple viewpoints, still face a critical challenge of limited content availability. Producing autostereoscopic 3D content on these displays requires refracting multi-perspective images into different spatial angles, with strict demands for spatial consistency across views, which is technically challenging for non-experts. Existing image/video generation models and radiance field-based methods cannot directly generate display content that meets the strict requirements of light field display hardware from a single 2D resource.We introduces the first generative framework \rm EYE ^ 3 specifically designed for 3D light field displays, capable of converting any 2D images, videos, or texts into high-quality display content tailored for these screens. The framework employs a point-based representation rendered through off-axis perspective, ensuring precise light refraction and alignment with the hardware's optical requirements. To maintain consistent 3D coherence across multiple viewpoints, we finetune a video diffusion model to fill occluded regions based on the rendered masks.Experimental results demonstrate that our approach outperforms state-of-the-art methods, significantly simplifying content creation for LFDs. With broad potential in industries such as entertainment, advertising, and immersive display technologies, our method offers a robust solution to content scarcity and greatly enhances the visual experience on LFDs.

Karhan Kayan, Stamatis Alexandropoulos, Rishabh Jain, Yiming Zuo, Erich Liang, Jia Deng

We introduce Princeton365, a large-scale diverse dataset of 365 videos with accurate camera pose. Our dataset bridges the gap between accuracy and data diversity in current SLAM benchmarks by introducing a novel ground truth collection framework that leverages calibration boards and a 360 camera. We collect indoor, outdoor, and object scanning videos with synchronized monocular and stereo RGB video outputs as well as IMU. We further propose a new scene scale-aware evaluation metric for SLAM based on the the optical flow induced by the camera pose estimation error. In contrast to the current metrics, our new metric allows for comparison between the performance of SLAM methods across scenes as opposed to existing metrics such as Average Trajectory Error (ATE), allowing researchers to analyze the failure modes of their methods. We also propose a challenging Novel View Synthesis benchmark that covers cases not covered by current NVS benchmarks, such as fully non-Lambertian scenes with 360 camera trajectories. Please visit https://princeton365.cs.princeton.edu for the dataset, code, videos, and submission.

Francesco Milano, Manuel López-Antequera, Naina Dhingra, Roland Siegwart, Robert Thiel

Recovering a 3D surface from its surface normal map, a problem known as normal integration, is a key component for photometric shape reconstruction techniques such as shape-from-shading and photometric stereo. The vast majority of existing approaches for normal integration handle only implicitly the presence of depth discontinuities and are limited to orthographic or ideal pinhole cameras. In this paper, we propose a novel formulation that allows modeling discontinuities explicitly and handling generic central cameras. Our key idea is based on a local planarity assumption, that we model through constraints between surface normals and ray directions. Compared to existing methods, our approach more accurately approximates the relation between depth and surface normals, achieves state-of-the-art results on the standard normal integration benchmark, and is the first to directly handle generic central camera models.

Seokjun Choi, Hoon-Gyu Chung, Yujin Jeon, Giljoo Nam, Seung-Hwan Baek

Inverse rendering aims to reconstruct geometry and reflectance from captured images. Display-camera imaging systems offer unique advantages for this task: each pixel can easily function as a programmable point light source, and the polarized light emitted by LCD displays facilitates diffuse-specular separation. Despite these benefits, there is currently no public real-world dataset captured using display-camera systems, unlike other setups such as light stages. This absence hinders the development and evaluation of display-based inverse rendering methods. In this paper, we introduce the first real-world dataset for display-based inverse rendering. To achieve this, we construct and calibrate an imaging system comprising an LCD display and stereo polarization cameras. We then capture a diverse set of objects with diverse geometry and reflectance under one-light-at-a-time (OLAT) display patterns. We also provide high-quality ground-truth geometry. Our dataset enables the synthesis of captured images under arbitrary display patterns and different noise levels. Using this dataset, we evaluate the performance of existing photometric stereo and inverse rendering methods, and provide a simple, yet effective baseline for display inverse rendering, outperforming state-of-the-art inverse rendering methods.Code and dataset are available on our project page at https://michaelcsj.github.io/DIR/.