wenxun-private-arxiv
Mesh 4
☆ Consistent Zero-shot 3D Texture Synthesis Using Geometry-aware Diffusion and Temporal Video Models
Current texture synthesis methods, which generate textures from fixed viewpoints, suffer from inconsistencies due to the lack of global context and geometric understanding. Meanwhile, recent advancements in video generation models have demonstrated remarkable success in achieving temporally consistent videos. In this paper, we introduce VideoTex, a novel framework for seamless texture synthesis that leverages video generation models to address both spatial and temporal inconsistencies in 3D textures. Our approach incorporates geometry-aware conditions, enabling precise utilization of 3D mesh structures. Additionally, we propose a structure-wise UV diffusion strategy, which enhances the generation of occluded areas by preserving semantic information, resulting in smoother and more coherent textures. VideoTex not only achieves smoother transitions across UV boundaries but also ensures high-quality, temporally stable textures across video frames. Extensive experiments demonstrate that VideoTex outperforms existing methods in texture fidelity, seam blending, and stability, paving the way for dynamic real-time applications that demand both visual quality and temporal coherence.
☆ PhysRig: Differentiable Physics-Based Skinning and Rigging Framework for Realistic Articulated Object Modeling ICCV 2025
Skinning and rigging are fundamental components in animation, articulated object reconstruction, motion transfer, and 4D generation. Existing approaches predominantly rely on Linear Blend Skinning (LBS), due to its simplicity and differentiability. However, LBS introduces artifacts such as volume loss and unnatural deformations, and it fails to model elastic materials like soft tissues, fur, and flexible appendages (e.g., elephant trunks, ears, and fatty tissues). In this work, we propose PhysRig: a differentiable physics-based skinning and rigging framework that overcomes these limitations by embedding the rigid skeleton into a volumetric representation (e.g., a tetrahedral mesh), which is simulated as a deformable soft-body structure driven by the animated skeleton. Our method leverages continuum mechanics and discretizes the object as particles embedded in an Eulerian background grid to ensure differentiability with respect to both material properties and skeletal motion. Additionally, we introduce material prototypes, significantly reducing the learning space while maintaining high expressiveness. To evaluate our framework, we construct a comprehensive synthetic dataset using meshes from Objaverse, The Amazing Animals Zoo, and MixaMo, covering diverse object categories and motion patterns. Our method consistently outperforms traditional LBS-based approaches, generating more realistic and physically plausible results. Furthermore, we demonstrate the applicability of our framework in the pose transfer task highlighting its versatility for articulated object modeling.
comment: Accepted by ICCV 2025
♻ ☆ Aligned Novel View Image and Geometry Synthesis via Cross-modal Attention Instillation
We introduce a diffusion-based framework that performs aligned novel view image and geometry generation via a warping-and-inpainting methodology. Unlike prior methods that require dense posed images or pose-embedded generative models limited to in-domain views, our method leverages off-the-shelf geometry predictors to predict partial geometries viewed from reference images, and formulates novel-view synthesis as an inpainting task for both image and geometry. To ensure accurate alignment between generated images and geometry, we propose cross-modal attention distillation, where attention maps from the image diffusion branch are injected into a parallel geometry diffusion branch during both training and inference. This multi-task approach achieves synergistic effects, facilitating geometrically robust image synthesis as well as well-defined geometry prediction. We further introduce proximity-based mesh conditioning to integrate depth and normal cues, interpolating between point cloud and filtering erroneously predicted geometry from influencing the generation process. Empirically, our method achieves high-fidelity extrapolative view synthesis on both image and geometry across a range of unseen scenes, delivers competitive reconstruction quality under interpolation settings, and produces geometrically aligned colored point clouds for comprehensive 3D completion. Project page is available at https://cvlab-kaist.github.io/MoAI.
comment: Project page at https://cvlab-kaist.github.io/MoAI
♻ ☆ 2D Triangle Splatting for Direct Differentiable Mesh Training
Differentiable rendering with 3D Gaussian primitives has emerged as a powerful method for reconstructing high-fidelity 3D scenes from multi-view images. While it offers improvements over NeRF-based methods, this representation still encounters challenges with rendering speed and advanced rendering effects, such as relighting and shadow rendering, compared to mesh-based models. In this paper, we propose 2D Triangle Splatting (2DTS), a novel method that replaces 3D Gaussian primitives with 2D triangle facelets. This representation naturally forms a discrete mesh-like structure while retaining the benefits of continuous volumetric modeling. By incorporating a compactness parameter into the triangle primitives, we enable direct training of photorealistic meshes. Our experimental results demonstrate that our triangle-based method, in its vanilla version (without compactness tuning), achieves higher fidelity compared to state-of-the-art Gaussian-based methods. Furthermore, our approach produces reconstructed meshes with superior visual quality compared to existing mesh reconstruction methods. Please visit our project page at https://gaoderender.github.io/triangle-splatting.
comment: 13 pages, 8 figures
NeRF 2
☆ PanSt3R: Multi-view Consistent Panoptic Segmentation ICCV 2025
Panoptic segmentation of 3D scenes, involving the segmentation and classification of object instances in a dense 3D reconstruction of a scene, is a challenging problem, especially when relying solely on unposed 2D images. Existing approaches typically leverage off-the-shelf models to extract per-frame 2D panoptic segmentations, before optimizing an implicit geometric representation (often based on NeRF) to integrate and fuse the 2D predictions. We argue that relying on 2D panoptic segmentation for a problem inherently 3D and multi-view is likely suboptimal as it fails to leverage the full potential of spatial relationships across views. In addition to requiring camera parameters, these approaches also necessitate computationally expensive test-time optimization for each scene. Instead, in this work, we propose a unified and integrated approach PanSt3R, which eliminates the need for test-time optimization by jointly predicting 3D geometry and multi-view panoptic segmentation in a single forward pass. Our approach builds upon recent advances in 3D reconstruction, specifically upon MUSt3R, a scalable multi-view version of DUSt3R, and enhances it with semantic awareness and multi-view panoptic segmentation capabilities. We additionally revisit the standard post-processing mask merging procedure and introduce a more principled approach for multi-view segmentation. We also introduce a simple method for generating novel-view predictions based on the predictions of PanSt3R and vanilla 3DGS. Overall, the proposed PanSt3R is conceptually simple, yet fast and scalable, and achieves state-of-the-art performance on several benchmarks, while being orders of magnitude faster than existing methods.
comment: Accepted at ICCV 2025
♻ ☆ 2D Triangle Splatting for Direct Differentiable Mesh Training
Differentiable rendering with 3D Gaussian primitives has emerged as a powerful method for reconstructing high-fidelity 3D scenes from multi-view images. While it offers improvements over NeRF-based methods, this representation still encounters challenges with rendering speed and advanced rendering effects, such as relighting and shadow rendering, compared to mesh-based models. In this paper, we propose 2D Triangle Splatting (2DTS), a novel method that replaces 3D Gaussian primitives with 2D triangle facelets. This representation naturally forms a discrete mesh-like structure while retaining the benefits of continuous volumetric modeling. By incorporating a compactness parameter into the triangle primitives, we enable direct training of photorealistic meshes. Our experimental results demonstrate that our triangle-based method, in its vanilla version (without compactness tuning), achieves higher fidelity compared to state-of-the-art Gaussian-based methods. Furthermore, our approach produces reconstructed meshes with superior visual quality compared to existing mesh reconstruction methods. Please visit our project page at https://gaoderender.github.io/triangle-splatting.
comment: 13 pages, 8 figures
Deblur 1
♻ ☆ ClearSight: Human Vision-Inspired Solutions for Event-Based Motion Deblurring ICCV 2025
Motion deblurring addresses the challenge of image blur caused by camera or scene movement. Event cameras provide motion information that is encoded in the asynchronous event streams. To efficiently leverage the temporal information of event streams, we employ Spiking Neural Networks (SNNs) for motion feature extraction and Artificial Neural Networks (ANNs) for color information processing. Due to the non-uniform distribution and inherent redundancy of event data, existing cross-modal feature fusion methods exhibit certain limitations. Inspired by the visual attention mechanism in the human visual system, this study introduces a bioinspired dual-drive hybrid network (BDHNet). Specifically, the Neuron Configurator Module (NCM) is designed to dynamically adjusts neuron configurations based on cross-modal features, thereby focusing the spikes in blurry regions and adapting to varying blurry scenarios dynamically. Additionally, the Region of Blurry Attention Module (RBAM) is introduced to generate a blurry mask in an unsupervised manner, effectively extracting motion clues from the event features and guiding more accurate cross-modal feature fusion. Extensive subjective and objective evaluations demonstrate that our method outperforms current state-of-the-art methods on both synthetic and real-world datasets.
comment: Accepted by ICCV 2025
SDF 1
☆ Feature Hallucination for Self-supervised Action Recognition
Understanding human actions in videos requires more than raw pixel analysis; it relies on high-level semantic reasoning and effective integration of multimodal features. We propose a deep translational action recognition framework that enhances recognition accuracy by jointly predicting action concepts and auxiliary features from RGB video frames. At test time, hallucination streams infer missing cues, enriching feature representations without increasing computational overhead. To focus on action-relevant regions beyond raw pixels, we introduce two novel domain-specific descriptors. Object Detection Features (ODF) aggregate outputs from multiple object detectors to capture contextual cues, while Saliency Detection Features (SDF) highlight spatial and intensity patterns crucial for action recognition. Our framework seamlessly integrates these descriptors with auxiliary modalities such as optical flow, Improved Dense Trajectories, skeleton data, and audio cues. It remains compatible with state-of-the-art architectures, including I3D, AssembleNet, Video Transformer Network, FASTER, and recent models like VideoMAE V2 and InternVideo2. To handle uncertainty in auxiliary features, we incorporate aleatoric uncertainty modeling in the hallucination step and introduce a robust loss function to mitigate feature noise. Our multimodal self-supervised action recognition framework achieves state-of-the-art performance on multiple benchmarks, including Kinetics-400, Kinetics-600, and Something-Something V2, demonstrating its effectiveness in capturing fine-grained action dynamics.
comment: Accepted for publication in International Journal of Computer Vision (IJCV)
Mesh 2
♻ ☆ MagicPose4D: Crafting Articulated Models with Appearance and Motion Control
With the success of 2D and 3D visual generative models, there is growing interest in generating 4D content. Existing methods primarily rely on text prompts to produce 4D content, but they often fall short of accurately defining complex or rare motions. To address this limitation, we propose MagicPose4D, a novel framework for refined control over both appearance and motion in 4D generation. Unlike current 4D generation methods, MagicPose4D accepts monocular videos or mesh sequences as motion prompts, enabling precise and customizable motion control. MagicPose4D comprises two key modules: (i) Dual-Phase 4D Reconstruction Module, which operates in two phases. The first phase focuses on capturing the model's shape using accurate 2D supervision and less accurate but geometrically informative 3D pseudo-supervision without imposing skeleton constraints. The second phase extracts the 3D motion (skeleton poses) using more accurate pseudo-3D supervision, obtained in the first phase and introduces kinematic chain-based skeleton constraints to ensure physical plausibility. Additionally, we propose a Global-local Chamfer loss that aligns the overall distribution of predicted mesh vertices with the supervision while maintaining part-level alignment without extra annotations. (ii) Cross-category Motion Transfer Module, which leverages the extracted motion from the 4D reconstruction module and uses a kinematic-chain-based skeleton to achieve cross-category motion transfer. It ensures smooth transitions between frames through dynamic rigidity, facilitating robust generalization without additional training. Through extensive experiments, we demonstrate that MagicPose4D significantly improves the accuracy and consistency of 4D content generation, outperforming existing methods in various benchmarks.
comment: Project Page: https://magicpose4d.github.io/
♻ ☆ ULSR-GS: Ultra Large-scale Surface Reconstruction Gaussian Splatting with Multi-View Geometric Consistency
While Gaussian Splatting (GS) demonstrates efficient and high-quality scene rendering and small area surface extraction ability, it falls short in handling large-scale aerial image surface extraction tasks. To overcome this, we present ULSR-GS, a framework dedicated to high-fidelity surface extraction in ultra-large-scale scenes, addressing the limitations of existing GS-based mesh extraction methods. Specifically, we propose a point-to-photo partitioning approach combined with a multi-view optimal view matching principle to select the best training images for each sub-region. Additionally, during training, ULSR-GS employs a densification strategy based on multi-view geometric consistency to enhance surface extraction details. Experimental results demonstrate that ULSR-GS outperforms other state-of-the-art GS-based works on large-scale aerial photogrammetry benchmark datasets, significantly improving surface extraction accuracy in complex urban environments. Project page: https://ulsrgs.github.io.
comment: Project page: https://ulsrgs.github.io
NeRF 3
☆ Joint attitude estimation and 3D neural reconstruction of non-cooperative space objects CVPR 2025
Obtaining a better knowledge of the current state and behavior of objects orbiting Earth has proven to be essential for a range of applications such as active debris removal, in-orbit maintenance, or anomaly detection. 3D models represent a valuable source of information in the field of Space Situational Awareness (SSA). In this work, we leveraged Neural Radiance Fields (NeRF) to perform 3D reconstruction of non-cooperative space objects from simulated images. This scenario is challenging for NeRF models due to unusual camera characteristics and environmental conditions : mono-chromatic images, unknown object orientation, limited viewing angles, absence of diffuse lighting etc. In this work we focus primarly on the joint optimization of camera poses alongside the NeRF. Our experimental results show that the most accurate 3D reconstruction is achieved when training with successive images one-by-one. We estimate camera poses by optimizing an uniform rotation and use regularization to prevent successive poses from being too far apart.
comment: accepted for CVPR 2025 NFBCC workshop
♻ ☆ Self-Supervised Multimodal NeRF for Autonomous Driving
In this paper, we propose a Neural Radiance Fields (NeRF) based framework, referred to as Novel View Synthesis Framework (NVSF). It jointly learns the implicit neural representation of space and time-varying scene for both LiDAR and Camera. We test this on a real-world autonomous driving scenario containing both static and dynamic scenes. Compared to existing multimodal dynamic NeRFs, our framework is self-supervised, thus eliminating the need for 3D labels. For efficient training and faster convergence, we introduce heuristic-based image pixel sampling to focus on pixels with rich information. To preserve the local features of LiDAR points, a Double Gradient based mask is employed. Extensive experiments on the KITTI-360 dataset show that, compared to the baseline models, our framework has reported best performance on both LiDAR and Camera domain. Code of the model is available at https://github.com/gaurav00700/Selfsupervised-NVSF
♻ ☆ USP-Gaussian: Unifying Spike-based Image Reconstruction, Pose Correction and Gaussian Splatting
Spike cameras, as an innovative neuromorphic camera that captures scenes with the 0-1 bit stream at 40 kHz, are increasingly employed for the 3D reconstruction task via Neural Radiance Fields (NeRF) or 3D Gaussian Splatting (3DGS). Previous spike-based 3D reconstruction approaches often employ a casecased pipeline: starting with high-quality image reconstruction from spike streams based on established spike-to-image reconstruction algorithms, then progressing to camera pose estimation and 3D reconstruction. However, this cascaded approach suffers from substantial cumulative errors, where quality limitations of initial image reconstructions negatively impact pose estimation, ultimately degrading the fidelity of the 3D reconstruction. To address these issues, we propose a synergistic optimization framework, \textbf{USP-Gaussian}, that unifies spike-based image reconstruction, pose correction, and Gaussian splatting into an end-to-end framework. Leveraging the multi-view consistency afforded by 3DGS and the motion capture capability of the spike camera, our framework enables a joint iterative optimization that seamlessly integrates information between the spike-to-image network and 3DGS. Experiments on synthetic datasets with accurate poses demonstrate that our method surpasses previous approaches by effectively eliminating cascading errors. Moreover, we integrate pose optimization to achieve robust 3D reconstruction in real-world scenarios with inaccurate initial poses, outperforming alternative methods by effectively reducing noise and preserving fine texture details. Our code, data and trained models will be available at https://github.com/chenkang455/USP-Gaussian.
IQA 1
☆ MS-IQA: A Multi-Scale Feature Fusion Network for PET/CT Image Quality Assessment MICCAI 2025
Positron Emission Tomography / Computed Tomography (PET/CT) plays a critical role in medical imaging, combining functional and anatomical information to aid in accurate diagnosis. However, image quality degradation due to noise, compression and other factors could potentially lead to diagnostic uncertainty and increase the risk of misdiagnosis. When evaluating the quality of a PET/CT image, both low-level features like distortions and high-level features like organ anatomical structures affect the diagnostic value of the image. However, existing medical image quality assessment (IQA) methods are unable to account for both feature types simultaneously. In this work, we propose MS-IQA, a novel multi-scale feature fusion network for PET/CT IQA, which utilizes multi-scale features from various intermediate layers of ResNet and Swin Transformer, enhancing its ability of perceiving both local and global information. In addition, a multi-scale feature fusion module is also introduced to effectively combine high-level and low-level information through a dynamically weighted channel attention mechanism. Finally, to fill the blank of PET/CT IQA dataset, we construct PET-CT-IQA-DS, a dataset containing 2,700 varying-quality PET/CT images with quality scores assigned by radiologists. Experiments on our dataset and the publicly available LDCTIQAC2023 dataset demonstrate that our proposed model has achieved superior performance against existing state-of-the-art methods in various IQA metrics. This work provides an accurate and efficient IQA method for PET/CT. Our code and dataset are available at https://github.com/MS-IQA/MS-IQA/.
comment: Accepted to MICCAI 2025
Deblur 1
☆ Dynamic Bandwidth Allocation for Hybrid Event-RGB Transmission
Event cameras asynchronously capture pixel-level intensity changes with extremely low latency. They are increasingly used in conjunction with RGB cameras for a wide range of vision-related applications. However, a major challenge in these hybrid systems lies in the transmission of the large volume of triggered events and RGB images. To address this, we propose a transmission scheme that retains efficient reconstruction performance of both sources while accomplishing real-time deblurring in parallel. Conventional RGB cameras and event cameras typically capture the same scene in different ways, often resulting in significant redundant information across their outputs. To address this, we develop a joint event and image (E-I) transmission framework to eliminate redundancy and thereby optimize channel bandwidth utilization. Our approach employs Bayesian modeling and the information bottleneck method to disentangle the shared and domain-specific information within the E-I inputs. This disentangled information bottleneck framework ensures both the compactness and informativeness of extracted shared and domain-specific information. Moreover, it adaptively allocates transmission bandwidth based on scene dynamics, i.e., more symbols are allocated to events for dynamic details or to images for static information. Simulation results demonstrate that the proposed scheme not only achieves superior reconstruction quality compared to conventional systems but also delivers enhanced deblurring performance.
Mesh 1
☆ AnimaX: Animating the Inanimate in 3D with Joint Video-Pose Diffusion Models
We present AnimaX, a feed-forward 3D animation framework that bridges the motion priors of video diffusion models with the controllable structure of skeleton-based animation. Traditional motion synthesis methods are either restricted to fixed skeletal topologies or require costly optimization in high-dimensional deformation spaces. In contrast, AnimaX effectively transfers video-based motion knowledge to the 3D domain, supporting diverse articulated meshes with arbitrary skeletons. Our method represents 3D motion as multi-view, multi-frame 2D pose maps, and enables joint video-pose diffusion conditioned on template renderings and a textual motion prompt. We introduce shared positional encodings and modality-aware embeddings to ensure spatial-temporal alignment between video and pose sequences, effectively transferring video priors to motion generation task. The resulting multi-view pose sequences are triangulated into 3D joint positions and converted into mesh animation via inverse kinematics. Trained on a newly curated dataset of 160,000 rigged sequences, AnimaX achieves state-of-the-art results on VBench in generalization, motion fidelity, and efficiency, offering a scalable solution for category-agnostic 3D animation. Project page: \href{https://anima-x.github.io/}{https://anima-x.github.io/}.
comment: Project page: https://anima-x.github.io/
NeRF 3
NeRF-based CBCT Reconstruction needs Normalization and Initialization
Cone Beam Computed Tomography (CBCT) is widely used in medical imaging. However, the limited number and intensity of X-ray projections make reconstruction an ill-posed problem with severe artifacts. NeRF-based methods have achieved great success in this task. However, they suffer from a local-global training mismatch between their two key components: the hash encoder and the neural network. Specifically, in each training step, only a subset of the hash encoder's parameters is used (local sparse), whereas all parameters in the neural network participate (global dense). Consequently, hash features generated in each step are highly misaligned, as they come from different subsets of the hash encoder. These misalignments from different training steps are then fed into the neural network, causing repeated inconsistent global updates in training, which leads to unstable training, slower convergence, and degraded reconstruction quality. Aiming to alleviate the impact of this local-global optimization mismatch, we introduce a Normalized Hash Encoder, which enhances feature consistency and mitigates the mismatch. Additionally, we propose a Mapping Consistency Initialization(MCI) strategy that initializes the neural network before training by leveraging the global mapping property from a well-trained model. The initialized neural network exhibits improved stability during early training, enabling faster convergence and enhanced reconstruction performance. Our method is simple yet effective, requiring only a few lines of code while substantially improving training efficiency on 128 CT cases collected from 4 different datasets, covering 7 distinct anatomical regions.
☆ HoliGS: Holistic Gaussian Splatting for Embodied View Synthesis
We propose HoliGS, a novel deformable Gaussian splatting framework that addresses embodied view synthesis from long monocular RGB videos. Unlike prior 4D Gaussian splatting and dynamic NeRF pipelines, which struggle with training overhead in minute-long captures, our method leverages invertible Gaussian Splatting deformation networks to reconstruct large-scale, dynamic environments accurately. Specifically, we decompose each scene into a static background plus time-varying objects, each represented by learned Gaussian primitives undergoing global rigid transformations, skeleton-driven articulation, and subtle non-rigid deformations via an invertible neural flow. This hierarchical warping strategy enables robust free-viewpoint novel-view rendering from various embodied camera trajectories by attaching Gaussians to a complete canonical foreground shape (\eg, egocentric or third-person follow), which may involve substantial viewpoint changes and interactions between multiple actors. Our experiments demonstrate that \ourmethod~ achieves superior reconstruction quality on challenging datasets while significantly reducing both training and rendering time compared to state-of-the-art monocular deformable NeRFs. These results highlight a practical and scalable solution for EVS in real-world scenarios. The source code will be released.
♻ ☆ RA-NeRF: Robust Neural Radiance Field Reconstruction with Accurate Camera Pose Estimation under Complex Trajectories IROS 2025
Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have emerged as powerful tools for 3D reconstruction and SLAM tasks. However, their performance depends heavily on accurate camera pose priors. Existing approaches attempt to address this issue by introducing external constraints but fall short of achieving satisfactory accuracy, particularly when camera trajectories are complex. In this paper, we propose a novel method, RA-NeRF, capable of predicting highly accurate camera poses even with complex camera trajectories. Following the incremental pipeline, RA-NeRF reconstructs the scene using NeRF with photometric consistency and incorporates flow-driven pose regulation to enhance robustness during initialization and localization. Additionally, RA-NeRF employs an implicit pose filter to capture the camera movement pattern and eliminate the noise for pose estimation. To validate our method, we conduct extensive experiments on the Tanks\&Temple dataset for standard evaluation, as well as the NeRFBuster dataset, which presents challenging camera pose trajectories. On both datasets, RA-NeRF achieves state-of-the-art results in both camera pose estimation and visual quality, demonstrating its effectiveness and robustness in scene reconstruction under complex pose trajectories.
comment: IROS 2025
IQA 1
☆ Active View Selector: Fast and Accurate Active View Selection with Cross Reference Image Quality Assessment
We tackle active view selection in novel view synthesis and 3D reconstruction. Existing methods like FisheRF and ActiveNeRF select the next best view by minimizing uncertainty or maximizing information gain in 3D, but they require specialized designs for different 3D representations and involve complex modelling in 3D space. Instead, we reframe this as a 2D image quality assessment (IQA) task, selecting views where current renderings have the lowest quality. Since ground-truth images for candidate views are unavailable, full-reference metrics like PSNR and SSIM are inapplicable, while no-reference metrics, such as MUSIQ and MANIQA, lack the essential multi-view context. Inspired by a recent cross-referencing quality framework CrossScore, we train a model to predict SSIM within a multi-view setup and use it to guide view selection. Our cross-reference IQA framework achieves substantial quantitative and qualitative improvements across standard benchmarks, while being agnostic to 3D representations, and runs 14-33 times faster than previous methods.
comment: Project page: https://avs.active.vision/
Deblur 1
☆ Deblurring in the Wild: A Real-World Dataset from Smartphone High-Speed Videos
We introduce the largest real-world image deblurring dataset constructed from smartphone slow-motion videos. Using 240 frames captured over one second, we simulate realistic long-exposure blur by averaging frames to produce blurry images, while using the temporally centered frame as the sharp reference. Our dataset contains over 42,000 high-resolution blur-sharp image pairs, making it approximately 10 times larger than widely used datasets, with 8 times the amount of different scenes, including indoor and outdoor environments, with varying object and camera motions. We benchmark multiple state-of-the-art (SOTA) deblurring models on our dataset and observe significant performance degradation, highlighting the complexity and diversity of our benchmark. Our dataset serves as a challenging new benchmark to facilitate robust and generalizable deblurring models.
comment: 8 pages (without references), 3 figures. Dataset https://huggingface.co/datasets/masterda/SloMoBlur
Mesh 6
☆ SOF: Sorted Opacity Fields for Fast Unbounded Surface Reconstruction
Recent advances in 3D Gaussian representations have significantly improved the quality and efficiency of image-based scene reconstruction. Their explicit nature facilitates real-time rendering and fast optimization, yet extracting accurate surfaces - particularly in large-scale, unbounded environments - remains a difficult task. Many existing methods rely on approximate depth estimates and global sorting heuristics, which can introduce artifacts and limit the fidelity of the reconstructed mesh. In this paper, we present Sorted Opacity Fields (SOF), a method designed to recover detailed surfaces from 3D Gaussians with both speed and precision. Our approach improves upon prior work by introducing hierarchical resorting and a robust formulation of Gaussian depth, which better aligns with the level-set. To enhance mesh quality, we incorporate a level-set regularizer operating on the opacity field and introduce losses that encourage geometrically-consistent primitive shapes. In addition, we develop a parallelized Marching Tetrahedra algorithm tailored to our opacity formulation, reducing meshing time by up to an order of magnitude. As demonstrated by our quantitative evaluation, SOF achieves higher reconstruction accuracy while cutting total processing time by more than a factor of three. These results mark a step forward in turning efficient Gaussian-based rendering into equally efficient geometry extraction.
☆ 3D Arena: An Open Platform for Generative 3D Evaluation
Evaluating Generative 3D models remains challenging due to misalignment between automated metrics and human perception of quality. Current benchmarks rely on image-based metrics that ignore 3D structure or geometric measures that fail to capture perceptual appeal and real-world utility. To address this gap, we present 3D Arena, an open platform for evaluating image-to-3D generation models through large-scale human preference collection using pairwise comparisons. Since launching in June 2024, the platform has collected 123,243 votes from 8,096 users across 19 state-of-the-art models, establishing the largest human preference evaluation for Generative 3D. We contribute the iso3d dataset of 100 evaluation prompts and demonstrate quality control achieving 99.75% user authenticity through statistical fraud detection. Our ELO-based ranking system provides reliable model assessment, with the platform becoming an established evaluation resource. Through analysis of this preference data, we present insights into human preference patterns. Our findings reveal preferences for visual presentation features, with Gaussian splat outputs achieving a 16.6 ELO advantage over meshes and textured models receiving a 144.1 ELO advantage over untextured models. We provide recommendations for improving evaluation methods, including multi-criteria assessment, task-oriented evaluation, and format-aware comparison. The platform's community engagement establishes 3D Arena as a benchmark for the field while advancing understanding of human-centered evaluation in Generative 3D.
comment: 9 pages, 2 figures
☆ MCN-SLAM: Multi-Agent Collaborative Neural SLAM with Hybrid Implicit Neural Scene Representation
Neural implicit scene representations have recently shown promising results in dense visual SLAM. However, existing implicit SLAM algorithms are constrained to single-agent scenarios, and fall difficulties in large-scale scenes and long sequences. Existing NeRF-based multi-agent SLAM frameworks cannot meet the constraints of communication bandwidth. To this end, we propose the first distributed multi-agent collaborative neural SLAM framework with hybrid scene representation, distributed camera tracking, intra-to-inter loop closure, and online distillation for multiple submap fusion. A novel triplane-grid joint scene representation method is proposed to improve scene reconstruction. A novel intra-to-inter loop closure method is designed to achieve local (single-agent) and global (multi-agent) consistency. We also design a novel online distillation method to fuse the information of different submaps to achieve global consistency. Furthermore, to the best of our knowledge, there is no real-world dataset for NeRF-based/GS-based SLAM that provides both continuous-time trajectories groundtruth and high-accuracy 3D meshes groundtruth. To this end, we propose the first real-world Dense slam (DES) dataset covering both single-agent and multi-agent scenarios, ranging from small rooms to large-scale outdoor scenes, with high-accuracy ground truth for both 3D mesh and continuous-time camera trajectory. This dataset can advance the development of the research in both SLAM, 3D reconstruction, and visual foundation model. Experiments on various datasets demonstrate the superiority of the proposed method in both mapping, tracking, and communication. The dataset and code will open-source on https://github.com/dtc111111/mcnslam.
☆ Geometry-Aware Preference Learning for 3D Texture Generation
Recent advances in 3D generative models have achieved impressive results but 3D contents generated by these models may not align with subjective human preferences or task-specific criteria. Moreover, a core challenge in the 3D texture generation domain remains: most existing approaches rely on repeated calls to 2D text-to-image generative models, which lack an inherent understanding of the 3D structure of the input 3D mesh object. To address this, we propose an end-to-end differentiable preference learning framework that back-propagates human preferences, represented by differentiable reward functions, through the entire 3D generative pipeline, making the process inherently geometry-aware. We demonstrate the effectiveness of our framework using four proposed novel geometry-aware reward functions, offering a more controllable and interpretable pathway for high-quality 3D content creation from natural language.
Noise2Score3D: Tweedie's Approach for Unsupervised Point Cloud Denoising
Building on recent advances in Bayesian statistics and image denoising, we propose Noise2Score3D, a fully unsupervised framework for point cloud denoising. Noise2Score3D learns the score function of the underlying point cloud distribution directly from noisy data, eliminating the need for clean data during training. Using Tweedie's formula, our method performs denoising in a single step, avoiding the iterative processes used in existing unsupervised methods, thus improving both accuracy and efficiency. Additionally, we introduce Total Variation for Point Clouds as a denoising quality metric, which allows for the estimation of unknown noise parameters. Experimental results demonstrate that Noise2Score3D achieves state-of-the-art performance on standard benchmarks among unsupervised learning methods in Chamfer distance and point-to-mesh metrics. Noise2Score3D also demonstrates strong generalization ability beyond training datasets. Our method, by addressing the generalization issue and challenge of the absence of clean data in learning-based methods, paves the way for learning-based point cloud denoising methods in real-world applications.
comment: arXiv admin note: substantial text overlap with arXiv:2502.16826
♻ ☆ Noise2Score3D:Unsupervised Tweedie's Approach for Point Cloud Denoising
Building on recent advances in Bayesian statistics and image denoising, we propose Noise2Score3D, a fully unsupervised framework for point cloud denoising that addresses the critical challenge of limited availability of clean data. Noise2Score3D learns the gradient of the underlying point cloud distribution directly from noisy data, eliminating the need for clean data during training. By leveraging Tweedie's formula, our method performs inference in a single step, avoiding the iterative processes used in existing unsupervised methods, thereby improving both performance and efficiency. Experimental results demonstrate that Noise2Score3D achieves state-of-the-art performance on standard benchmarks, outperforming other unsupervised methods in Chamfer distance and point-to-mesh metrics, and rivaling some supervised approaches. Furthermore, Noise2Score3D demonstrates strong generalization ability beyond training datasets. Additionally, we introduce Total Variation for Point Cloud, a criterion that allows for the estimation of unknown noise parameters, which further enhances the method's versatility and real-world utility.
comment: There is already another version: "Noise2Score3D: Tweedie's Approach for Unsupervised Point Cloud Denoising". Please see arXiv:2503.09283
NeRF 2
☆ MCN-SLAM: Multi-Agent Collaborative Neural SLAM with Hybrid Implicit Neural Scene Representation
Neural implicit scene representations have recently shown promising results in dense visual SLAM. However, existing implicit SLAM algorithms are constrained to single-agent scenarios, and fall difficulties in large-scale scenes and long sequences. Existing NeRF-based multi-agent SLAM frameworks cannot meet the constraints of communication bandwidth. To this end, we propose the first distributed multi-agent collaborative neural SLAM framework with hybrid scene representation, distributed camera tracking, intra-to-inter loop closure, and online distillation for multiple submap fusion. A novel triplane-grid joint scene representation method is proposed to improve scene reconstruction. A novel intra-to-inter loop closure method is designed to achieve local (single-agent) and global (multi-agent) consistency. We also design a novel online distillation method to fuse the information of different submaps to achieve global consistency. Furthermore, to the best of our knowledge, there is no real-world dataset for NeRF-based/GS-based SLAM that provides both continuous-time trajectories groundtruth and high-accuracy 3D meshes groundtruth. To this end, we propose the first real-world Dense slam (DES) dataset covering both single-agent and multi-agent scenarios, ranging from small rooms to large-scale outdoor scenes, with high-accuracy ground truth for both 3D mesh and continuous-time camera trajectory. This dataset can advance the development of the research in both SLAM, 3D reconstruction, and visual foundation model. Experiments on various datasets demonstrate the superiority of the proposed method in both mapping, tracking, and communication. The dataset and code will open-source on https://github.com/dtc111111/mcnslam.
♻ ☆ R3eVision: A Survey on Robust Rendering, Restoration, and Enhancement for 3D Low-Level Vision
Neural rendering methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have achieved significant progress in photorealistic 3D scene reconstruction and novel view synthesis. However, most existing models assume clean and high-resolution (HR) multi-view inputs, which limits their robustness under real-world degradations such as noise, blur, low-resolution (LR), and weather-induced artifacts. To address these limitations, the emerging field of 3D Low-Level Vision (3D LLV) extends classical 2D Low-Level Vision tasks including super-resolution (SR), deblurring, weather degradation removal, restoration, and enhancement into the 3D spatial domain. This survey, referred to as R\textsuperscript{3}eVision, provides a comprehensive overview of robust rendering, restoration, and enhancement for 3D LLV by formalizing the degradation-aware rendering problem and identifying key challenges related to spatio-temporal consistency and ill-posed optimization. Recent methods that integrate LLV into neural rendering frameworks are categorized to illustrate how they enable high-fidelity 3D reconstruction under adverse conditions. Application domains such as autonomous driving, AR/VR, and robotics are also discussed, where reliable 3D perception from degraded inputs is critical. By reviewing representative methods, datasets, and evaluation protocols, this work positions 3D LLV as a fundamental direction for robust 3D content generation and scene-level reconstruction in real-world environments.
comment: Please visit our project page at https://github.com/CMLab-Korea/Awesome-3D-Low-Level-Vision
Deblur 1
♻ ☆ R3eVision: A Survey on Robust Rendering, Restoration, and Enhancement for 3D Low-Level Vision
Neural rendering methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have achieved significant progress in photorealistic 3D scene reconstruction and novel view synthesis. However, most existing models assume clean and high-resolution (HR) multi-view inputs, which limits their robustness under real-world degradations such as noise, blur, low-resolution (LR), and weather-induced artifacts. To address these limitations, the emerging field of 3D Low-Level Vision (3D LLV) extends classical 2D Low-Level Vision tasks including super-resolution (SR), deblurring, weather degradation removal, restoration, and enhancement into the 3D spatial domain. This survey, referred to as R\textsuperscript{3}eVision, provides a comprehensive overview of robust rendering, restoration, and enhancement for 3D LLV by formalizing the degradation-aware rendering problem and identifying key challenges related to spatio-temporal consistency and ill-posed optimization. Recent methods that integrate LLV into neural rendering frameworks are categorized to illustrate how they enable high-fidelity 3D reconstruction under adverse conditions. Application domains such as autonomous driving, AR/VR, and robotics are also discussed, where reliable 3D perception from degraded inputs is critical. By reviewing representative methods, datasets, and evaluation protocols, this work positions 3D LLV as a fundamental direction for robust 3D content generation and scene-level reconstruction in real-world environments.
comment: Please visit our project page at https://github.com/CMLab-Korea/Awesome-3D-Low-Level-Vision
Mesh 1
☆ Auto-Regressive Surface Cutting
Surface cutting is a fundamental task in computer graphics, with applications in UV parameterization, texture mapping, and mesh decomposition. However, existing methods often produce technically valid but overly fragmented atlases that lack semantic coherence. We introduce SeamGPT, an auto-regressive model that generates cutting seams by mimicking professional workflows. Our key technical innovation lies in formulating surface cutting as a next token prediction task: sample point clouds on mesh vertices and edges, encode them as shape conditions, and employ a GPT-style transformer to sequentially predict seam segments with quantized 3D coordinates. Our approach achieves exceptional performance on UV unwrapping benchmarks containing both manifold and non-manifold meshes, including artist-created, and 3D-scanned models. In addition, it enhances existing 3D segmentation tools by providing clean boundaries for part decomposition.
comment: Tech. report. https://victorcheung12.github.io/seamgpt
NeRF 1
☆ Limitations of NERF with pre-trained Vision Features for Few-Shot 3D Reconstruction
Neural Radiance Fields (NeRF) have revolutionized 3D scene reconstruction from sparse image collections. Recent work has explored integrating pre-trained vision features, particularly from DINO, to enhance few-shot reconstruction capabilities. However, the effectiveness of such approaches remains unclear, especially in extreme few-shot scenarios. In this paper, we present a systematic evaluation of DINO-enhanced NeRF models, comparing baseline NeRF, frozen DINO features, LoRA fine-tuned features, and multi-scale feature fusion. Surprisingly, our experiments reveal that all DINO variants perform worse than the baseline NeRF, achieving PSNR values around 12.9 to 13.0 compared to the baseline's 14.71. This counterintuitive result suggests that pre-trained vision features may not be beneficial for few-shot 3D reconstruction and may even introduce harmful biases. We analyze potential causes including feature-task mismatch, overfitting to limited data, and integration challenges. Our findings challenge common assumptions in the field and suggest that simpler architectures focusing on geometric consistency may be more effective for few-shot scenarios.
comment: 5 pages, 1 table, 2 figures. First submission. Code available at: \url{https://github.com/ANKITSANJYAL/nerf-few-shot-limitations}
IQA 1
☆ BPCLIP: A Bottom-up Image Quality Assessment from Distortion to Semantics Based on CLIP ICME 2025
Image Quality Assessment (IQA) aims to evaluate the perceptual quality of images based on human subjective perception. Existing methods generally combine multiscale features to achieve high performance, but most rely on straightforward linear fusion of these features, which may not adequately capture the impact of distortions on semantic content. To address this, we propose a bottom-up image quality assessment approach based on the Contrastive Language-Image Pre-training (CLIP, a recently proposed model that aligns images and text in a shared feature space), named BPCLIP, which progressively extracts the impact of low-level distortions on high-level semantics. Specifically, we utilize an encoder to extract multiscale features from the input image and introduce a bottom-up multiscale cross attention module designed to capture the relationships between shallow and deep features. In addition, by incorporating 40 image quality adjectives across six distinct dimensions, we enable the pre-trained CLIP text encoder to generate representations of the intrinsic quality of the image, thereby strengthening the connection between image quality perception and human language. Our method achieves superior results on most public Full-Reference (FR) and No-Reference (NR) IQA benchmarks, while demonstrating greater robustness.
comment: Accepted to ICME 2025
Mesh 2
☆ PhysID: Physics-based Interactive Dynamics from a Single-view Image ICASSP
Transforming static images into interactive experiences remains a challenging task in computer vision. Tackling this challenge holds the potential to elevate mobile user experiences, notably through interactive and AR/VR applications. Current approaches aim to achieve this either using pre-recorded video responses or requiring multi-view images as input. In this paper, we present PhysID, that streamlines the creation of physics-based interactive dynamics from a single-view image by leveraging large generative models for 3D mesh generation and physical property prediction. This significantly reduces the expertise required for engineering-intensive tasks like 3D modeling and intrinsic property calibration, enabling the process to be scaled with minimal manual intervention. We integrate an on-device physics-based engine for physically plausible real-time rendering with user interactions. PhysID represents a leap forward in mobile-based interactive dynamics, offering real-time, non-deterministic interactions and user-personalization with efficient on-device memory consumption. Experiments evaluate the zero-shot capabilities of various Multimodal Large Language Models (MLLMs) on diverse tasks and the performance of 3D reconstruction models. These results demonstrate the cohesive functioning of all modules within the end-to-end framework, contributing to its effectiveness.
comment: Published in 2025 IEEE International Conference on Acoustics, Speech and Signal Processing (ICASSP). Project page: https://physid.github.io/
☆ Programmable-Room: Interactive Textured 3D Room Meshes Generation Empowered by Large Language Models
We present Programmable-Room, a framework which interactively generates and edits a 3D room mesh, given natural language instructions. For precise control of a room's each attribute, we decompose the challenging task into simpler steps such as creating plausible 3D coordinates for room meshes, generating panorama images for the texture, constructing 3D meshes by integrating the coordinates and panorama texture images, and arranging furniture. To support the various decomposed tasks with a unified framework, we incorporate visual programming (VP). VP is a method that utilizes a large language model (LLM) to write a Python-like program which is an ordered list of necessary modules for the various tasks given in natural language. We develop most of the modules. Especially, for the texture generating module, we utilize a pretrained large-scale diffusion model to generate panorama images conditioned on text and visual prompts (i.e., layout, depth, and semantic map) simultaneously. Specifically, we enhance the panorama image generation quality by optimizing the training objective with a 1D representation of a panorama scene obtained from bidirectional LSTM. We demonstrate Programmable-Room's flexibility in generating and editing 3D room meshes, and prove our framework's superiority to an existing model quantitatively and qualitatively. Project page is available in https://jihyun0510.github.io/Programmable_Room_Page/.
comment: Accepted by IEEE Transactions on Multimedia
NeRF 2
☆ 3D Gaussian Splatting for Fine-Detailed Surface Reconstruction in Large-Scale Scene IROS 2025
Recent developments in 3D Gaussian Splatting have made significant advances in surface reconstruction. However, scaling these methods to large-scale scenes remains challenging due to high computational demands and the complex dynamic appearances typical of outdoor environments. These challenges hinder the application in aerial surveying and autonomous driving. This paper proposes a novel solution to reconstruct large-scale surfaces with fine details, supervised by full-sized images. Firstly, we introduce a coarse-to-fine strategy to reconstruct a coarse model efficiently, followed by adaptive scene partitioning and sub-scene refining from image segments. Additionally, we integrate a decoupling appearance model to capture global appearance variations and a transient mask model to mitigate interference from moving objects. Finally, we expand the multi-view constraint and introduce a single-view regularization for texture-less areas. Our experiments were conducted on the publicly available dataset GauU-Scene V2, which was captured using unmanned aerial vehicles. To the best of our knowledge, our method outperforms existing NeRF-based and Gaussian-based methods, achieving high-fidelity visual results and accurate surface from full-size image optimization. Open-source code will be available on GitHub.
comment: IROS 2025
♻ ☆ PhysicsNeRF: Physics-Guided 3D Reconstruction from Sparse Views ICML 2025
PhysicsNeRF is a physically grounded framework for 3D reconstruction from sparse views, extending Neural Radiance Fields with four complementary constraints: depth ranking, RegNeRF-style consistency, sparsity priors, and cross-view alignment. While standard NeRFs fail under sparse supervision, PhysicsNeRF employs a compact 0.67M-parameter architecture and achieves 21.4 dB average PSNR using only 8 views, outperforming prior methods. A generalization gap of 5.7-6.2 dB is consistently observed and analyzed, revealing fundamental limitations of sparse-view reconstruction. PhysicsNeRF enables physically consistent, generalizable 3D representations for agent interaction and simulation, and clarifies the expressiveness-generalization trade-off in constrained NeRF models.
comment: 4 pages, 2 figures, 2 tables. Appearing in Building Physically Plausible World Models at the 42nd International Conference on Machine Learning (ICML 2025), Vancouver, Canada
Mesh 3
☆ Learning golf swing signatures from a single wrist-worn inertial sensor
Despite its importance for performance and injury prevention, golf swing analysis is limited by isolated metrics, underrepresentation of professional athletes, and a lack of rich, interpretable movement representations. We address these gaps with a holistic, data-driven framework for personalized golf swing analysis from a single wrist-worn sensor. We build a large dataset of professional swings from publicly available videos, reconstruct full-body 3D kinematics using biologically accurate human mesh recovery, and generate synthetic inertial data to train neural networks that infer motion and segment swing phases from wrist-based input. We learn a compositional, discrete vocabulary of motion primitives that facilitates the detection and visualization of technical flaws, and is expressive enough to predict player identity, club type, sex, and age. Our system accurately estimates full-body kinematics and swing events from wrist data, delivering lab-grade motion analysis on-course and supporting early detection of anomalous movement patterns. Explainability methods reveal subtle, individualized movement signatures, reinforcing the view that variability is a hallmark of skilled performance. Longitudinal tracking demonstrates practical value: as one player's handicap improved from 50 to 2.2 over 1.5 years, our system captured measurable technical progress and provided targeted, actionable feedback. Our findings challenge common assumptions, such as swing consistency across clubs and the existence of a single "ideal" swing, and uncover latent biomarkers shaped by both intrinsic traits and task-specific constraints. This work bridges lab and field-based biomechanics, offering scalable, accessible, high-fidelity motion analysis for research, coaching, and injury prevention, while opening new directions in movement-based phenotyping, personalized equipment design, and motor skill development.
comment: 9 pages, 6 figures
☆ Assembler: Scalable 3D Part Assembly via Anchor Point Diffusion
We present Assembler, a scalable and generalizable framework for 3D part assembly that reconstructs complete objects from input part meshes and a reference image. Unlike prior approaches that mostly rely on deterministic part pose prediction and category-specific training, Assembler is designed to handle diverse, in-the-wild objects with varying part counts, geometries, and structures. It addresses the core challenges of scaling to general 3D part assembly through innovations in task formulation, representation, and data. First, Assembler casts part assembly as a generative problem and employs diffusion models to sample plausible configurations, effectively capturing ambiguities arising from symmetry, repeated parts, and multiple valid assemblies. Second, we introduce a novel shape-centric representation based on sparse anchor point clouds, enabling scalable generation in Euclidean space rather than SE(3) pose prediction. Third, we construct a large-scale dataset of over 320K diverse part-object assemblies using a synthesis and filtering pipeline built on existing 3D shape repositories. Assembler achieves state-of-the-art performance on PartNet and is the first to demonstrate high-quality assembly for complex, real-world objects. Based on Assembler, we further introduce an interesting part-aware 3D modeling system that generates high-resolution, editable objects from images, demonstrating potential for interactive and compositional design. Project page: https://assembler3d.github.io
comment: Technical Report. Project page: https://assembler3d.github.io
♻ ☆ SR3D: Unleashing Single-view 3D Reconstruction for Transparent and Specular Object Grasping
Recent advancements in 3D robotic manipulation have improved grasping of everyday objects, but transparent and specular materials remain challenging due to depth sensing limitations. While several 3D reconstruction and depth completion approaches address these challenges, they suffer from setup complexity or limited observation information utilization. To address this, leveraging the power of single view 3D object reconstruction approaches, we propose a training free framework SR3D that enables robotic grasping of transparent and specular objects from a single view observation. Specifically, given single view RGB and depth images, SR3D first uses the external visual models to generate 3D reconstructed object mesh based on RGB image. Then, the key idea is to determine the 3D object's pose and scale to accurately localize the reconstructed object back into its original depth corrupted 3D scene. Therefore, we propose view matching and keypoint matching mechanisms,which leverage both the 2D and 3D's inherent semantic and geometric information in the observation to determine the object's 3D state within the scene, thereby reconstructing an accurate 3D depth map for effective grasp detection. Experiments in both simulation and real world show the reconstruction effectiveness of SR3D.
NeRF 2
♻ ☆ Genesis: Multimodal Driving Scene Generation with Spatio-Temporal and Cross-Modal Consistency
We present Genesis, a unified framework for joint generation of multi-view driving videos and LiDAR sequences with spatio-temporal and cross-modal consistency. Genesis employs a two-stage architecture that integrates a DiT-based video diffusion model with 3D-VAE encoding, and a BEV-aware LiDAR generator with NeRF-based rendering and adaptive sampling. Both modalities are directly coupled through a shared latent space, enabling coherent evolution across visual and geometric domains. To guide the generation with structured semantics, we introduce DataCrafter, a captioning module built on vision-language models that provides scene-level and instance-level supervision. Extensive experiments on the nuScenes benchmark demonstrate that Genesis achieves state-of-the-art performance across video and LiDAR metrics (FVD 16.95, FID 4.24, Chamfer 0.611), and benefits downstream tasks including segmentation and 3D detection, validating the semantic fidelity and practical utility of the generated data.
♻ ☆ NeRF: Neural Radiance Field in 3D Vision: A Comprehensive Review (Updated Post-Gaussian Splatting)
In March 2020, Neural Radiance Field (NeRF) revolutionized Computer Vision, allowing for implicit, neural network-based scene representation and novel view synthesis. NeRF models have found diverse applications in robotics, urban mapping, autonomous navigation, virtual reality/augmented reality, and more. In August 2023, Gaussian Splatting, a direct competitor to the NeRF-based framework, was proposed, gaining tremendous momentum and overtaking NeRF-based research in terms of interest as the dominant framework for novel view synthesis. We present a comprehensive survey of NeRF papers from the past five years (2020-2025). These include papers from the pre-Gaussian Splatting era, where NeRF dominated the field for novel view synthesis and 3D implicit and hybrid representation neural field learning. We also include works from the post-Gaussian Splatting era where NeRF and implicit/hybrid neural fields found more niche applications. Our survey is organized into architecture and application-based taxonomies in the pre-Gaussian Splatting era, as well as a categorization of active research areas for NeRF, neural field, and implicit/hybrid neural representation methods. We provide an introduction to the theory of NeRF and its training via differentiable volume rendering. We also present a benchmark comparison of the performance and speed of classical NeRF, implicit and hybrid neural representation, and neural field models, and an overview of key datasets.
comment: Updated Post-Gaussian Splatting
Deblur 1
☆ Visual-Instructed Degradation Diffusion for All-in-One Image Restoration CVPR2025
Image restoration tasks like deblurring, denoising, and dehazing usually need distinct models for each degradation type, restricting their generalization in real-world scenarios with mixed or unknown degradations. In this work, we propose \textbf{Defusion}, a novel all-in-one image restoration framework that utilizes visual instruction-guided degradation diffusion. Unlike existing methods that rely on task-specific models or ambiguous text-based priors, Defusion constructs explicit \textbf{visual instructions} that align with the visual degradation patterns. These instructions are grounded by applying degradations to standardized visual elements, capturing intrinsic degradation features while agnostic to image semantics. Defusion then uses these visual instructions to guide a diffusion-based model that operates directly in the degradation space, where it reconstructs high-quality images by denoising the degradation effects with enhanced stability and generalizability. Comprehensive experiments demonstrate that Defusion outperforms state-of-the-art methods across diverse image restoration tasks, including complex and real-world degradations.
comment: CVPR2025 Final Version; Corresponding Author: Bing Li
SDF 2
☆ FlatCAD: Fast Curvature Regularization of Neural SDFs for CAD Models
Neural signed-distance fields (SDFs) have become a versatile backbone for geometric learning, yet enforcing developable, CAD-style behavior still hinges on Gaussian curvature penalties that require full Hessian evaluation and second-order automatic differentiation, both of which are costly in memory and runtime. We present a curvature proxy that regularizes only the mixed second-order term (Weingarten term), allowing the two principal curvatures to adapt freely to data while suppressing unwanted warp. Two complementary instantiations realize this idea: (i) a finite-difference proxy that replaces each Hessian entry with four forward SDF evaluations and a single first-order gradient, and (ii) an autodiff proxy that computes the same mixed derivative via one Hessian-vector product, sidestepping explicit full Hessian assembly and remaining faster in practice. Both variants converge to the exact mixed second derivative, thus preserving the intended geometric bias without incurring full second-order graphs. On the ABC benchmarks, the proxies match or exceed the reconstruction fidelity of Hessian-based baselines while reducing GPU memory use and wall-clock time by a factor of two. Because the method is drop-in and framework-agnostic, it opens a practical path toward scalable, curvature-aware SDF learning for engineering-grade shape reconstruction.
comment: 12 page, 10 figures, preprint
☆ VesselSDF: Distance Field Priors for Vascular Network Reconstruction
Accurate segmentation of vascular networks from sparse CT scan slices remains a significant challenge in medical imaging, particularly due to the thin, branching nature of vessels and the inherent sparsity between imaging planes. Existing deep learning approaches, based on binary voxel classification, often struggle with structural continuity and geometric fidelity. To address this challenge, we present VesselSDF, a novel framework that leverages signed distance fields (SDFs) for robust vessel reconstruction. Our method reformulates vessel segmentation as a continuous SDF regression problem, where each point in the volume is represented by its signed distance to the nearest vessel surface. This continuous representation inherently captures the smooth, tubular geometry of blood vessels and their branching patterns. We obtain accurate vessel reconstructions while eliminating common SDF artifacts such as floating segments, thanks to our adaptive Gaussian regularizer which ensures smoothness in regions far from vessel surfaces while producing precise geometry near the surface boundaries. Our experimental results demonstrate that VesselSDF significantly outperforms existing methods and preserves vessel geometry and connectivity, enabling more reliable vascular analysis in clinical settings.
Mesh 1
☆ Hunyuan3D 2.5: Towards High-Fidelity 3D Assets Generation with Ultimate Details
In this report, we present Hunyuan3D 2.5, a robust suite of 3D diffusion models aimed at generating high-fidelity and detailed textured 3D assets. Hunyuan3D 2.5 follows two-stages pipeline of its previous version Hunyuan3D 2.0, while demonstrating substantial advancements in both shape and texture generation. In terms of shape generation, we introduce a new shape foundation model -- LATTICE, which is trained with scaled high-quality datasets, model-size, and compute. Our largest model reaches 10B parameters and generates sharp and detailed 3D shape with precise image-3D following while keeping mesh surface clean and smooth, significantly closing the gap between generated and handcrafted 3D shapes. In terms of texture generation, it is upgraded with phyiscal-based rendering (PBR) via a novel multi-view architecture extended from Hunyuan3D 2.0 Paint model. Our extensive evaluation shows that Hunyuan3D 2.5 significantly outperforms previous methods in both shape and end-to-end texture generation.
comment: Technical report
IQA 2
☆ MetaQAP -- A Meta-Learning Approach for Quality-Aware Pretraining in Image Quality Assessment
Image Quality Assessment (IQA) is a critical task in a wide range of applications but remains challenging due to the subjective nature of human perception and the complexity of real-world image distortions. This study proposes MetaQAP, a novel no-reference IQA model designed to address these challenges by leveraging quality-aware pre-training and meta-learning. The model performs three key contributions: pre-training Convolutional Neural Networks (CNNs) on a quality-aware dataset, implementing a quality-aware loss function to optimize predictions, and integrating a meta-learner to form an ensemble model that effectively combines predictions from multiple base models. Experimental evaluations were conducted on three benchmark datasets: LiveCD, KonIQ-10K, and BIQ2021. The proposed MetaQAP model achieved exceptional performance with Pearson Linear Correlation Coefficient (PLCC) and Spearman Rank Order Correlation Coefficient (SROCC) scores of 0.9885/0.9812 on LiveCD, 0.9702/0.9658 on KonIQ-10K, and 0.884/0.8765 on BIQ2021, outperforming existing IQA methods. Cross-dataset evaluations further demonstrated the generalizability of the model, with PLCC and SROCC scores ranging from 0.6721 to 0.8023 and 0.6515 to 0.7805, respectively, across diverse datasets. The ablation study confirmed the significance of each model component, revealing substantial performance degradation when critical elements such as the meta-learner or quality-aware loss function were omitted. MetaQAP not only addresses the complexities of authentic distortions but also establishes a robust and generalizable framework for practical IQA applications. By advancing the state-of-the-art in no-reference IQA, this research provides valuable insights and methodologies for future improvements and extensions in the field.
☆ Enhanced Dermatology Image Quality Assessment via Cross-Domain Training
Teledermatology has become a widely accepted communication method in daily clinical practice, enabling remote care while showing strong agreement with in-person visits. Poor image quality remains an unsolved problem in teledermatology and is a major concern to practitioners, as bad-quality images reduce the usefulness of the remote consultation process. However, research on Image Quality Assessment (IQA) in dermatology is sparse, and does not leverage the latest advances in non-dermatology IQA, such as using larger image databases with ratings from large groups of human observers. In this work, we propose cross-domain training of IQA models, combining dermatology and non-dermatology IQA datasets. For this purpose, we created a novel dermatology IQA database, Legit.Health-DIQA-Artificial, using dermatology images from several sources and having them annotated by a group of human observers. We demonstrate that cross-domain training yields optimal performance across domains and overcomes one of the biggest limitations in dermatology IQA, which is the small scale of data, and leads to models trained on a larger pool of image distortions, resulting in a better management of image quality in the teledermatology process.
comment: 9 pages, 4 figures. This manuscript has been accepted to the 2025 12th International Conference on Bioinformatics Research and Applications (ICBRA 2025). It will be published in International Conference Proceedings by ACM, which will be archived in ACM Digital Library, indexed by Ei Compendex and Scopus
SDF 1
☆ Implicit 3D scene reconstruction using deep learning towards efficient collision understanding in autonomous driving
In crowded urban environments where traffic is dense, current technologies struggle to oversee tight navigation, but surface-level understanding allows autonomous vehicles to safely assess proximity to surrounding obstacles. 3D or 2D scene mapping of the surrounding objects is an essential task in addressing the above problem. Despite its importance in dense vehicle traffic conditions, 3D scene reconstruction of object shapes with higher boundary level accuracy is not yet entirely considered in current literature. The sign distance function represents any shape through parameters that calculate the distance from any point in space to the closest obstacle surface, making it more efficient in terms of storage. In recent studies, researchers have started to formulate problems with Implicit 3D reconstruction methods in the autonomous driving domain, highlighting the possibility of using sign distance function to map obstacles effectively. This research addresses this gap by developing a learning-based 3D scene reconstruction methodology that leverages LiDAR data and a deep neural network to build a the static Signed Distance Function (SDF) maps. Unlike traditional polygonal representations, this approach has the potential to map 3D obstacle shapes with more boundary-level details. Our preliminary results demonstrate that this method would significantly enhance collision detection performance, particularly in congested and dynamic environments.
Mesh 1
♻ ☆ ImmerseGen: Agent-Guided Immersive World Generation with Alpha-Textured Proxies
Automatic creation of 3D scenes for immersive VR presence has been a significant research focus for decades. However, existing methods often rely on either high-poly mesh modeling with post-hoc simplification or massive 3D Gaussians, resulting in a complex pipeline or limited visual realism. In this paper, we demonstrate that such exhaustive modeling is unnecessary for achieving compelling immersive experience. We introduce ImmerseGen, a novel agent-guided framework for compact and photorealistic world modeling. ImmerseGen represents scenes as hierarchical compositions of lightweight geometric proxies, i.e., simplified terrain and billboard meshes, and generates photorealistic appearance by synthesizing RGBA textures onto these proxies. Specifically, we propose terrain-conditioned texturing for user-centric base world synthesis, and RGBA asset texturing for midground and foreground scenery. This reformulation offers several advantages: (i) it simplifies modeling by enabling agents to guide generative models in producing coherent textures that integrate seamlessly with the scene; (ii) it bypasses complex geometry creation and decimation by directly synthesizing photorealistic textures on proxies, preserving visual quality without degradation; (iii) it enables compact representations suitable for real-time rendering on mobile VR headsets. To automate scene creation from text prompts, we introduce VLM-based modeling agents enhanced with semantic grid-based analysis for improved spatial reasoning and accurate asset placement. ImmerseGen further enriches scenes with dynamic effects and ambient audio to support multisensory immersion. Experiments on scene generation and live VR showcases demonstrate that ImmerseGen achieves superior photorealism, spatial coherence and rendering efficiency compared to prior methods. Project webpage: https://immersegen.github.io.
comment: Project webpage: https://immersegen.github.io
NeRF 1
♻ ☆ Rasterizing Wireless Radiance Field via Deformable 2D Gaussian Splatting
Modeling the wireless radiance field (WRF) is fundamental to modern communication systems, enabling key tasks such as localization, sensing, and channel estimation. Traditional approaches, which rely on empirical formulas or physical simulations, often suffer from limited accuracy or require strong scene priors. Recent neural radiance field (NeRF-based) methods improve reconstruction fidelity through differentiable volumetric rendering, but their reliance on computationally expensive multilayer perceptron (MLP) queries hinders real-time deployment. To overcome these challenges, we introduce Gaussian splatting (GS) to the wireless domain, leveraging its efficiency in modeling optical radiance fields to enable compact and accurate WRF reconstruction. Specifically, we propose SwiftWRF, a deformable 2D Gaussian splatting framework that synthesizes WRF spectra at arbitrary positions under single-sided transceiver mobility. SwiftWRF employs CUDA-accelerated rasterization to render spectra at over 100000 fps and uses a lightweight MLP to model the deformation of 2D Gaussians, effectively capturing mobility-induced WRF variations. In addition to novel spectrum synthesis, the efficacy of SwiftWRF is further underscored in its applications in angle-of-arrival (AoA) and received signal strength indicator (RSSI) prediction. Experiments conducted on both real-world and synthetic indoor scenes demonstrate that SwiftWRF can reconstruct WRF spectra up to 500x faster than existing state-of-the-art methods, while significantly enhancing its signal quality. The project page is https://evan-sudo.github.io/swiftwrf/.
Mesh 1
♻ ☆ 3D Hand Mesh-Guided AI-Generated Malformed Hand Refinement with Hand Pose Transformation via Diffusion Model
The malformed hands in the AI-generated images seriously affect the authenticity of the images. To refine malformed hands, existing depth-based approaches use a hand depth estimator to guide the refinement of malformed hands. Due to the performance limitations of the hand depth estimator, many hand details cannot be represented, resulting in errors in the generated hands, such as confusing the palm and the back of the hand. To solve this problem, we propose a 3D mesh-guided refinement framework using a diffusion pipeline. We use a state-of-the-art 3D hand mesh estimator, which provides more details of the hands. For training, we collect and reannotate a dataset consisting of RGB images and 3D hand mesh. Then we design a diffusion inpainting model to generate refined outputs guided by 3D hand meshes. For inference, we propose a double check algorithm to facilitate the 3D hand mesh estimator to obtain robust hand mesh guidance to obtain our refined results. Beyond malformed hand refinement, we propose a novel hand pose transformation method. It increases the flexibility and diversity of the malformed hand refinement task. We made the restored images mimic the hand poses of the reference images. The pose transformation requires no additional training. Extensive experimental results demonstrate the superior performance of our proposed method.
NeRF 2
☆ Peering into the Unknown: Active View Selection with Neural Uncertainty Maps for 3D Reconstruction NeurIPS 2025
Some perspectives naturally provide more information than others. How can an AI system determine which viewpoint offers the most valuable insight for accurate and efficient 3D object reconstruction? Active view selection (AVS) for 3D reconstruction remains a fundamental challenge in computer vision. The aim is to identify the minimal set of views that yields the most accurate 3D reconstruction. Instead of learning radiance fields, like NeRF or 3D Gaussian Splatting, from a current observation and computing uncertainty for each candidate viewpoint, we introduce a novel AVS approach guided by neural uncertainty maps predicted by a lightweight feedforward deep neural network, named UPNet. UPNet takes a single input image of a 3D object and outputs a predicted uncertainty map, representing uncertainty values across all possible candidate viewpoints. By leveraging heuristics derived from observing many natural objects and their associated uncertainty patterns, we train UPNet to learn a direct mapping from viewpoint appearance to uncertainty in the underlying volumetric representations. Next, our approach aggregates all previously predicted neural uncertainty maps to suppress redundant candidate viewpoints and effectively select the most informative one. Using these selected viewpoints, we train 3D neural rendering models and evaluate the quality of novel view synthesis against other competitive AVS methods. Remarkably, despite using half of the viewpoints than the upper bound, our method achieves comparable reconstruction accuracy. In addition, it significantly reduces computational overhead during AVS, achieving up to a 400 times speedup along with over 50\% reductions in CPU, RAM, and GPU usage compared to baseline methods. Notably, our approach generalizes effectively to AVS tasks involving novel object categories, without requiring any additional training.
comment: 9 pages, 3 figures in the main text. Under review for NeurIPS 2025
♻ ☆ Efficient multi-view training for 3D Gaussian Splatting
3D Gaussian Splatting (3DGS) has emerged as a preferred choice alongside Neural Radiance Fields (NeRF) in inverse rendering due to its superior rendering speed. Currently, the common approach in 3DGS is to utilize "single-view" mini-batch training, where only one image is processed per iteration, in contrast to NeRF's "multi-view" mini-batch training, which leverages multiple images. We observe that such single-view training can lead to suboptimal optimization due to increased variance in mini-batch stochastic gradients, highlighting the necessity for multi-view training. However, implementing multi-view training in 3DGS poses challenges. Simply rendering multiple images per iteration incurs considerable overhead and may result in suboptimal Gaussian densification due to its reliance on single-view assumptions. To address these issues, we modify the rasterization process to minimize the overhead associated with multi-view training and propose a 3D distance-aware D-SSIM loss and multi-view adaptive density control that better suits multi-view scenarios. Our experiments demonstrate that the proposed methods significantly enhance the performance of 3DGS and its variants, freeing 3DGS from the constraints of single-view training.
IQA 1
☆ 3DGS-IEval-15K: A Large-scale Image Quality Evaluation Database for 3D Gaussian-Splatting
3D Gaussian Splatting (3DGS) has emerged as a promising approach for novel view synthesis, offering real-time rendering with high visual fidelity. However, its substantial storage requirements present significant challenges for practical applications. While recent state-of-the-art (SOTA) 3DGS methods increasingly incorporate dedicated compression modules, there is a lack of a comprehensive framework to evaluate their perceptual impact. Therefore we present 3DGS-IEval-15K, the first large-scale image quality assessment (IQA) dataset specifically designed for compressed 3DGS representations. Our dataset encompasses 15,200 images rendered from 10 real-world scenes through 6 representative 3DGS algorithms at 20 strategically selected viewpoints, with different compression levels leading to various distortion effects. Through controlled subjective experiments, we collect human perception data from 60 viewers. We validate dataset quality through scene diversity and MOS distribution analysis, and establish a comprehensive benchmark with 30 representative IQA metrics covering diverse types. As the largest-scale 3DGS quality assessment dataset to date, our work provides a foundation for developing 3DGS specialized IQA metrics, and offers essential data for investigating view-dependent quality distribution patterns unique to 3DGS. The database is publicly available at https://github.com/YukeXing/3DGS-IEval-15K.
Deblur 1
☆ Unsupervised Imaging Inverse Problems with Diffusion Distribution Matching
This work addresses image restoration tasks through the lens of inverse problems using unpaired datasets. In contrast to traditional approaches -- which typically assume full knowledge of the forward model or access to paired degraded and ground-truth images -- the proposed method operates under minimal assumptions and relies only on small, unpaired datasets. This makes it particularly well-suited for real-world scenarios, where the forward model is often unknown or misspecified, and collecting paired data is costly or infeasible. The method leverages conditional flow matching to model the distribution of degraded observations, while simultaneously learning the forward model via a distribution-matching loss that arises naturally from the framework. Empirically, it outperforms both single-image blind and unsupervised approaches on deblurring and non-uniform point spread function (PSF) calibration tasks. It also matches state-of-the-art performance on blind super-resolution. We also showcase the effectiveness of our method with a proof of concept for lens calibration: a real-world application traditionally requiring time-consuming experiments and specialized equipment. In contrast, our approach achieves this with minimal data acquisition effort.
comment: Code available at https://github.com/inria-thoth/ddm4ip
SDF 3
☆ GeoSDF: Plane Geometry Diagram Synthesis via Signed Distance Field
Plane Geometry Diagram Synthesis has been a crucial task in computer graphics, with applications ranging from educational tools to AI-driven mathematical reasoning. Traditionally, we rely on computer tools (e.g., Matplotlib and GeoGebra) to manually generate precise diagrams, but it usually requires huge, complicated calculations cost. Recently, researchers start to work on learning-based methods (e.g., Stable Diffusion and GPT4) to automatically generate diagrams, saving operational cost but usually suffering from limited realism and insufficient accuracy. In this paper, we propose a novel framework GeoSDF to automatically generate diagrams efficiently and accurately with Signed Distance Field (SDF). Specifically, we first represent geometric elements in the SDF, then construct a series of constraint functions to represent geometric relationships, next we optimize such constraint functions to get an optimized field of both elements and constraints, finally by rendering the optimized field, we can obtain the synthesized diagram. In our GeoSDF, we define a symbolic language to easily represent geometric elements and those constraints, and our synthesized geometry diagrams can be self-verified in the SDF, ensuring both mathematical accuracy and visual plausibility. In experiments, our GeoSDF synthesized both normal high-school level and IMO-level geometry diagrams. Through both qualitative and quantitative analysis, we can see that synthesized diagrams are realistic and accurate, and our synthesizing process is simple and efficient. Furthermore, we obtain a very high accuracy of solving geometry problems (over 95\% while the current SOTA accuracy is around 75%) by leveraging our self-verification property. All of these demonstrate the advantage of GeoSDF, paving the way for more sophisticated, accurate, and flexible generation of geometric diagrams for a wide array of applications.
☆ GS-2DGS: Geometrically Supervised 2DGS for Reflective Object Reconstruction CVPR2025
3D modeling of highly reflective objects remains challenging due to strong view-dependent appearances. While previous SDF-based methods can recover high-quality meshes, they are often time-consuming and tend to produce over-smoothed surfaces. In contrast, 3D Gaussian Splatting (3DGS) offers the advantage of high speed and detailed real-time rendering, but extracting surfaces from the Gaussians can be noisy due to the lack of geometric constraints. To bridge the gap between these approaches, we propose a novel reconstruction method called GS-2DGS for reflective objects based on 2D Gaussian Splatting (2DGS). Our approach combines the rapid rendering capabilities of Gaussian Splatting with additional geometric information from foundation models. Experimental results on synthetic and real datasets demonstrate that our method significantly outperforms Gaussian-based techniques in terms of reconstruction and relighting and achieves performance comparable to SDF-based methods while being an order of magnitude faster. Code is available at https://github.com/hirotong/GS2DGS
comment: Accepted by CVPR2025
☆ NeuVAS: Neural Implicit Surfaces for Variational Shape Modeling
Neural implicit shape representation has drawn significant attention in recent years due to its smoothness, differentiability, and topological flexibility. However, directly modeling the shape of a neural implicit surface, especially as the zero-level set of a neural signed distance function (SDF), with sparse geometric control is still a challenging task. Sparse input shape control typically includes 3D curve networks or, more generally, 3D curve sketches, which are unstructured and cannot be connected to form a curve network, and therefore more difficult to deal with. While 3D curve networks or curve sketches provide intuitive shape control, their sparsity and varied topology pose challenges in generating high-quality surfaces to meet such curve constraints. In this paper, we propose NeuVAS, a variational approach to shape modeling using neural implicit surfaces constrained under sparse input shape control, including unstructured 3D curve sketches as well as connected 3D curve networks. Specifically, we introduce a smoothness term based on a functional of surface curvatures to minimize shape variation of the zero-level set surface of a neural SDF. We also develop a new technique to faithfully model G0 sharp feature curves as specified in the input curve sketches. Comprehensive comparisons with the state-of-the-art methods demonstrate the significant advantages of our method.
Mesh 3
☆ Integrated Pipeline for Monocular 3D Reconstruction and Finite Element Simulation in Industrial Applications
To address the challenges of 3D modeling and structural simulation in industrial environment, such as the difficulty of equipment deployment, and the difficulty of balancing accuracy and real-time performance, this paper proposes an integrated workflow, which integrates high-fidelity 3D reconstruction based on monocular video, finite element simulation analysis, and mixed reality visual display, aiming to build an interactive digital twin system for industrial inspection, equipment maintenance and other scenes. Firstly, the Neuralangelo algorithm based on deep learning is used to reconstruct the 3D mesh model with rich details from the surround-shot video. Then, the QuadRemesh tool of Rhino is used to optimize the initial triangular mesh and generate a structured mesh suitable for finite element analysis. The optimized mesh is further discretized by HyperMesh, and the material parameter setting and stress simulation are carried out in Abaqus to obtain high-precision stress and deformation results. Finally, combined with Unity and Vuforia engine, the real-time superposition and interactive operation of simulation results in the augmented reality environment are realized, which improves users 'intuitive understanding of structural response. Experiments show that the method has good simulation efficiency and visualization effect while maintaining high geometric accuracy. It provides a practical solution for digital modeling, mechanical analysis and interactive display in complex industrial scenes, and lays a foundation for the deep integration of digital twin and mixed reality technology in industrial applications.
☆ GS-2DGS: Geometrically Supervised 2DGS for Reflective Object Reconstruction CVPR2025
3D modeling of highly reflective objects remains challenging due to strong view-dependent appearances. While previous SDF-based methods can recover high-quality meshes, they are often time-consuming and tend to produce over-smoothed surfaces. In contrast, 3D Gaussian Splatting (3DGS) offers the advantage of high speed and detailed real-time rendering, but extracting surfaces from the Gaussians can be noisy due to the lack of geometric constraints. To bridge the gap between these approaches, we propose a novel reconstruction method called GS-2DGS for reflective objects based on 2D Gaussian Splatting (2DGS). Our approach combines the rapid rendering capabilities of Gaussian Splatting with additional geometric information from foundation models. Experimental results on synthetic and real datasets demonstrate that our method significantly outperforms Gaussian-based techniques in terms of reconstruction and relighting and achieves performance comparable to SDF-based methods while being an order of magnitude faster. Code is available at https://github.com/hirotong/GS2DGS
comment: Accepted by CVPR2025
♻ ☆ Learning Coherent Matrixized Representation in Latent Space for Volumetric 4D Generation
Directly learning to model 4D content, including shape, color, and motion, is challenging. Existing methods rely on pose priors for motion control, resulting in limited motion diversity and continuity in details. To address this, we propose a framework that generates volumetric 4D sequences, where 3D shapes are animated under given conditions (text-image guidance) with dynamic evolution in shape and color across spatial and temporal dimensions, allowing for free navigation and rendering from any direction. We first use a coherent 3D shape and color modeling to encode the shape and color of each detailed 3D geometry frame into a latent space. Then we propose a matrixized 4D sequence representation allowing efficient diffusion model operation. Finally, we introduce spatio-temporal diffusion for 4D volumetric generation under given images and text prompts. Extensive experiments on the ShapeNet, 3DBiCar, DeformingThings4D and Objaverse datasets for several tasks demonstrate that our method effectively learns to generate high quality 3D shapes with consistent color and coherent mesh animations, improving over the current methods. Our code will be publicly available.
NeRF 1
♻ ☆ GS-QA: Comprehensive Quality Assessment Benchmark for Gaussian Splatting View Synthesis
Gaussian Splatting (GS) offers a promising alternative to Neural Radiance Fields (NeRF) for real-time 3D scene rendering. Using a set of 3D Gaussians to represent complex geometry and appearance, GS achieves faster rendering times and reduced memory consumption compared to the neural network approach used in NeRF. However, quality assessment of GS-generated static content is not yet explored in-depth. This paper describes a subjective quality assessment study that aims to evaluate synthesized videos obtained with several static GS state-of-the-art methods. The methods were applied to diverse visual scenes, covering both 360-degree and forward-facing (FF) camera trajectories. Moreover, the performance of 18 objective quality metrics was analyzed using the scores resulting from the subjective study, providing insights into their strengths, limitations, and alignment with human perception. All videos and scores are made available providing a comprehensive database that can be used as benchmark on GS view synthesis and objective quality metrics.
IQA 1
♻ ☆ Adaptive Feature Selection for No-Reference Image Quality Assessment by Mitigating Semantic Noise Sensitivity
The current state-of-the-art No-Reference Image Quality Assessment (NR-IQA) methods typically rely on feature extraction from upstream semantic backbone networks, assuming that all extracted features are relevant. However, we make a key observation that not all features are beneficial, and some may even be harmful, necessitating careful selection. Empirically, we find that many image pairs with small feature spatial distances can have vastly different quality scores, indicating that the extracted features may contain a significant amount of quality-irrelevant noise. To address this issue, we propose a Quality-Aware Feature Matching IQA Metric (QFM-IQM) that employs an adversarial perspective to remove harmful semantic noise features from the upstream task. Specifically, QFM-IQM enhances the semantic noise distinguish capabilities by matching image pairs with similar quality scores but varying semantic features as adversarial semantic noise and adaptively adjusting the upstream task's features by reducing sensitivity to adversarial noise perturbation. Furthermore, we utilize a distillation framework to expand the dataset and improve the model's generalization ability. Our approach achieves superior performance to the state-of-the-art NR-IQA methods on eight standard IQA datasets.
HDR 1
☆ Fine-Grained HDR Image Quality Assessment From Noticeably Distorted to Very High Fidelity
High dynamic range (HDR) and wide color gamut (WCG) technologies significantly improve color reproduction compared to standard dynamic range (SDR) and standard color gamuts, resulting in more accurate, richer, and more immersive images. However, HDR increases data demands, posing challenges for bandwidth efficiency and compression techniques. Advances in compression and display technologies require more precise image quality assessment, particularly in the high-fidelity range where perceptual differences are subtle. To address this gap, we introduce AIC-HDR2025, the first such HDR dataset, comprising 100 test images generated from five HDR sources, each compressed using four codecs at five compression levels. It covers the high-fidelity range, from visible distortions to compression levels below the visually lossless threshold. A subjective study was conducted using the JPEG AIC-3 test methodology, combining plain and boosted triplet comparisons. In total, 34,560 ratings were collected from 151 participants across four fully controlled labs. The results confirm that AIC-3 enables precise HDR quality estimation, with 95\% confidence intervals averaging a width of 0.27 at 1 JND. In addition, several recently proposed objective metrics were evaluated based on their correlation with subjective ratings. The dataset is publicly available.
comment: This paper has been accepted to QoMEX 2025. The work is funded by the DFG (German Research Foundation) - Project ID 496858717, titled "JND-based Perceptual Video Quality Analysis and Modeling". D.S. is funded by DFG Project ID 251654672
IQA 1
♻ ☆ DP-IQA: Utilizing Diffusion Prior for Blind Image Quality Assessment in the Wild
Blind image quality assessment (IQA) in the wild, which assesses the quality of images with complex authentic distortions and no reference images, presents significant challenges. Given the difficulty in collecting large-scale training data, leveraging limited data to develop a model with strong generalization remains an open problem. Motivated by the robust image perception capabilities of pre-trained text-to-image (T2I) diffusion models, we propose a novel IQA method, diffusion priors-based IQA (DP-IQA), to utilize the T2I model's prior for improved performance and generalization ability. Specifically, we utilize pre-trained Stable Diffusion as the backbone, extracting multi-level features from the denoising U-Net guided by prompt embeddings through a tunable text adapter. Simultaneously, an image adapter compensates for information loss introduced by the lossy pre-trained encoder. Unlike T2I models that require full image distribution modeling, our approach targets image quality assessment, which inherently requires fewer parameters. To improve applicability, we distill the knowledge into a lightweight CNN-based student model, significantly reducing parameters while maintaining or even enhancing generalization performance. Experimental results demonstrate that DP-IQA achieves state-of-the-art performance on various in-the-wild datasets, highlighting the superior generalization capability of T2I priors in blind IQA tasks. To our knowledge, DP-IQA is the first method to apply pre-trained diffusion priors in blind IQA. Codes and checkpoints are available at https://github.com/RomGai/DP-IQA.
Deblur 1
☆ Restoring Gaussian Blurred Face Images for Deanonymization Attacks
Gaussian blur is widely used to blur human faces in sensitive photos before the photos are posted on the Internet. However, it is unclear to what extent the blurred faces can be restored and used to re-identify the person, especially under a high-blurring setting. In this paper, we explore this question by developing a deblurring method called Revelio. The key intuition is to leverage a generative model's memorization effect and approximate the inverse function of Gaussian blur for face restoration. Compared with existing methods, we design the deblurring process to be identity-preserving. It uses a conditional Diffusion model for preliminary face restoration and then uses an identity retrieval model to retrieve related images to further enhance fidelity. We evaluate Revelio with large public face image datasets and show that it can effectively restore blurred faces, especially under a high-blurring setting. It has a re-identification accuracy of 95.9%, outperforming existing solutions. The result suggests that Gaussian blur should not be used for face anonymization purposes. We also demonstrate the robustness of this method against mismatched Gaussian kernel sizes and functions, and test preliminary countermeasures and adaptive attacks to inspire future work.
comment: 18 pages, 16 figures, IEEE Transaction format
SDF 1
♻ ☆ We Care Each Pixel: Calibrating on Medical Segmentation Model
Medical image segmentation is fundamental for computer-aided diagnostics, providing accurate delineation of anatomical structures and pathological regions. While common metrics such as Accuracy, DSC, IoU, and HD primarily quantify spatial agreement between predictions and ground-truth labels, they do not assess the calibration quality of segmentation models, which is crucial for clinical reliability. To address this limitation, we propose pixel-wise Expected Calibration Error (pECE), a novel metric that explicitly measures miscalibration at the pixel level, thereby ensuring both spatial precision and confidence reliability. We further introduce a morphological adaptation strategy that applies morphological operations to ground-truth masks before computing calibration losses, particularly benefiting margin-based losses such as Margin SVLS and NACL. Additionally, we present the Signed Distance Calibration Loss (SDC), which aligns boundary geometry with calibration objectives by penalizing discrepancies between predicted and ground-truth signed distance functions (SDFs). Extensive experiments demonstrate that our method not only enhances segmentation performance but also improves calibration quality, yielding more trustworthy confidence estimates. Code is available at: https://github.com/EagleAdelaide/SDC-Loss.
comment: Under Reviewing
Mesh 2
☆ Methods for evaluating the resolution of 3D data derived from satellite images
3D data derived from satellite images is essential for scene modeling applications requiring large-scale coverage or involving locations not accessible by airborne lidar or cameras. Measuring the resolution of this data is important for determining mission utility and tracking improvements. In this work, we consider methods to evaluate the resolution of point clouds, digital surface models, and 3D mesh models. We describe 3D metric evaluation tools and workflows that enable automated evaluation based on high-resolution reference airborne lidar, and we present results of analyses with data of varying quality.
comment: 11 pages, 13 figures
♻ ☆ HandS3C: 3D Hand Mesh Reconstruction with State Space Spatial Channel Attention from RGB images
Reconstructing the hand mesh from one single RGB image is a challenging task because hands are often occluded by other objects. Most previous works attempt to explore more additional information and adopt attention mechanisms for improving 3D reconstruction performance, while it would increase computational complexity simultaneously. To achieve a performance-reserving architecture with high computational efficiency, in this work, we propose a simple but effective 3D hand mesh reconstruction network (i.e., HandS3C), which is the first time to incorporate state space model into the task of hand mesh reconstruction. In the network, we design a novel state-space spatial-channel attention module that extends the effective receptive field, extracts hand features in the spatial dimension, and enhances regional features of hands in the channel dimension. This helps to reconstruct a complete and detailed hand mesh. Extensive experiments conducted on well-known datasets facing heavy occlusions (such as FREIHAND, DEXYCB, and HO3D) demonstrate that our proposed HandS3C achieves state-of-the-art performance while maintaining a minimal parameters.
comment: 5 pages, 3 figures
IQA 1
☆ EyeSim-VQA: A Free-Energy-Guided Eye Simulation Framework for Video Quality Assessment
Free-energy-guided self-repair mechanisms have shown promising results in image quality assessment (IQA), but remain under-explored in video quality assessment (VQA), where temporal dynamics and model constraints pose unique challenges. Unlike static images, video content exhibits richer spatiotemporal complexity, making perceptual restoration more difficult. Moreover, VQA systems often rely on pre-trained backbones, which limits the direct integration of enhancement modules without affecting model stability. To address these issues, we propose EyeSimVQA, a novel VQA framework that incorporates free-energy-based self-repair. It adopts a dual-branch architecture, with an aesthetic branch for global perceptual evaluation and a technical branch for fine-grained structural and semantic analysis. Each branch integrates specialized enhancement modules tailored to distinct visual inputs-resized full-frame images and patch-based fragments-to simulate adaptive repair behaviors. We also explore a principled strategy for incorporating high-level visual features without disrupting the original backbone. In addition, we design a biologically inspired prediction head that models sweeping gaze dynamics to better fuse global and local representations for quality prediction. Experiments on five public VQA benchmarks demonstrate that EyeSimVQA achieves competitive or superior performance compared to state-of-the-art methods, while offering improved interpretability through its biologically grounded design.
comment: This work has been submitted to the IEEE TCSVT for possible publication
Deblur 1
♻ ☆ Efficient Visual State Space Model for Image Deblurring CVPR 2025
Convolutional neural networks (CNNs) and Vision Transformers (ViTs) have achieved excellent performance in image restoration. While ViTs generally outperform CNNs by effectively capturing long-range dependencies and input-specific characteristics, their computational complexity increases quadratically with image resolution. This limitation hampers their practical application in high-resolution image restoration. In this paper, we propose a simple yet effective visual state space model (EVSSM) for image deblurring, leveraging the benefits of state space models (SSMs) for visual data. In contrast to existing methods that employ several fixed-direction scanning for feature extraction, which significantly increases the computational cost, we develop an efficient visual scan block that applies various geometric transformations before each SSM-based module, capturing useful non-local information and maintaining high efficiency. In addition, to more effectively capture and represent local information, we propose an efficient discriminative frequency domain-based feedforward network (EDFFN), which can effectively estimate useful frequency information for latent clear image restoration. Extensive experimental results show that the proposed EVSSM performs favorably against state-of-the-art methods on benchmark datasets and real-world images. The code is available at https://github.com/kkkls/EVSSM.
comment: CVPR 2025
SDF 1
☆ Occlusion-Aware 3D Hand-Object Pose Estimation with Masked AutoEncoders
Hand-object pose estimation from monocular RGB images remains a significant challenge mainly due to the severe occlusions inherent in hand-object interactions. Existing methods do not sufficiently explore global structural perception and reasoning, which limits their effectiveness in handling occluded hand-object interactions. To address this challenge, we propose an occlusion-aware hand-object pose estimation method based on masked autoencoders, termed as HOMAE. Specifically, we propose a target-focused masking strategy that imposes structured occlusion on regions of hand-object interaction, encouraging the model to learn context-aware features and reason about the occluded structures. We further integrate multi-scale features extracted from the decoder to predict a signed distance field (SDF), capturing both global context and fine-grained geometry. To enhance geometric perception, we combine the implicit SDF with an explicit point cloud derived from the SDF, leveraging the complementary strengths of both representations. This fusion enables more robust handling of occluded regions by combining the global context from the SDF with the precise local geometry provided by the point cloud. Extensive experiments on challenging DexYCB and HO3Dv2 benchmarks demonstrate that HOMAE achieves state-of-the-art performance in hand-object pose estimation. We will release our code and model.
comment: 10 pages, 6 figures
Mesh 2
☆ DreamActor-H1: High-Fidelity Human-Product Demonstration Video Generation via Motion-designed Diffusion Transformers
In e-commerce and digital marketing, generating high-fidelity human-product demonstration videos is important for effective product presentation. However, most existing frameworks either fail to preserve the identities of both humans and products or lack an understanding of human-product spatial relationships, leading to unrealistic representations and unnatural interactions. To address these challenges, we propose a Diffusion Transformer (DiT)-based framework. Our method simultaneously preserves human identities and product-specific details, such as logos and textures, by injecting paired human-product reference information and utilizing an additional masked cross-attention mechanism. We employ a 3D body mesh template and product bounding boxes to provide precise motion guidance, enabling intuitive alignment of hand gestures with product placements. Additionally, structured text encoding is used to incorporate category-level semantics, enhancing 3D consistency during small rotational changes across frames. Trained on a hybrid dataset with extensive data augmentation strategies, our approach outperforms state-of-the-art techniques in maintaining the identity integrity of both humans and products and generating realistic demonstration motions. Project page: https://submit2025-dream.github.io/DreamActor-H1/.
♻ ☆ Sparc3D: Sparse Representation and Construction for High-Resolution 3D Shapes Modeling
High-fidelity 3D object synthesis remains significantly more challenging than 2D image generation due to the unstructured nature of mesh data and the cubic complexity of dense volumetric grids. Existing two-stage pipelines-compressing meshes with a VAE (using either 2D or 3D supervision), followed by latent diffusion sampling-often suffer from severe detail loss caused by inefficient representations and modality mismatches introduced in VAE. We introduce Sparc3D, a unified framework that combines a sparse deformable marching cubes representation Sparcubes with a novel encoder Sparconv-VAE. Sparcubes converts raw meshes into high-resolution ($1024^3$) surfaces with arbitrary topology by scattering signed distance and deformation fields onto a sparse cube, allowing differentiable optimization. Sparconv-VAE is the first modality-consistent variational autoencoder built entirely upon sparse convolutional networks, enabling efficient and near-lossless 3D reconstruction suitable for high-resolution generative modeling through latent diffusion. Sparc3D achieves state-of-the-art reconstruction fidelity on challenging inputs, including open surfaces, disconnected components, and intricate geometry. It preserves fine-grained shape details, reduces training and inference cost, and integrates naturally with latent diffusion models for scalable, high-resolution 3D generation.
comment: Homepage: https://lizhihao6.github.io/Sparc3D
NeRF 2
☆ PointGS: Point Attention-Aware Sparse View Synthesis with Gaussian Splatting
3D Gaussian splatting (3DGS) is an innovative rendering technique that surpasses the neural radiance field (NeRF) in both rendering speed and visual quality by leveraging an explicit 3D scene representation. Existing 3DGS approaches require a large number of calibrated views to generate a consistent and complete scene representation. When input views are limited, 3DGS tends to overfit the training views, leading to noticeable degradation in rendering quality. To address this limitation, we propose a Point-wise Feature-Aware Gaussian Splatting framework that enables real-time, high-quality rendering from sparse training views. Specifically, we first employ the latest stereo foundation model to estimate accurate camera poses and reconstruct a dense point cloud for Gaussian initialization. We then encode the colour attributes of each 3D Gaussian by sampling and aggregating multiscale 2D appearance features from sparse inputs. To enhance point-wise appearance representation, we design a point interaction network based on a self-attention mechanism, allowing each Gaussian point to interact with its nearest neighbors. These enriched features are subsequently decoded into Gaussian parameters through two lightweight multi-layer perceptrons (MLPs) for final rendering. Extensive experiments on diverse benchmarks demonstrate that our method significantly outperforms NeRF-based approaches and achieves competitive performance under few-shot settings compared to the state-of-the-art 3DGS methods.
♻ ☆ FrugalNeRF: Fast Convergence for Extreme Few-shot Novel View Synthesis without Learned Priors CVPR 2025
Neural Radiance Fields (NeRF) face significant challenges in extreme few-shot scenarios, primarily due to overfitting and long training times. Existing methods, such as FreeNeRF and SparseNeRF, use frequency regularization or pre-trained priors but struggle with complex scheduling and bias. We introduce FrugalNeRF, a novel few-shot NeRF framework that leverages weight-sharing voxels across multiple scales to efficiently represent scene details. Our key contribution is a cross-scale geometric adaptation scheme that selects pseudo ground truth depth based on reprojection errors across scales. This guides training without relying on externally learned priors, enabling full utilization of the training data. It can also integrate pre-trained priors, enhancing quality without slowing convergence. Experiments on LLFF, DTU, and RealEstate-10K show that FrugalNeRF outperforms other few-shot NeRF methods while significantly reducing training time, making it a practical solution for efficient and accurate 3D scene reconstruction.
comment: Paper accepted to CVPR 2025. Project page: https://linjohnss.github.io/frugalnerf/
Deblur 1
♻ ☆ One Diffusion to Generate Them All CVPR 2025
We introduce OneDiffusion, a versatile, large-scale diffusion model that seamlessly supports bidirectional image synthesis and understanding across diverse tasks. It enables conditional generation from inputs such as text, depth, pose, layout, and semantic maps, while also handling tasks like image deblurring, upscaling, and reverse processes such as depth estimation and segmentation. Additionally, OneDiffusion allows for multi-view generation, camera pose estimation, and instant personalization using sequential image inputs. Our model takes a straightforward yet effective approach by treating all tasks as frame sequences with varying noise scales during training, allowing any frame to act as a conditioning image at inference time. Our unified training framework removes the need for specialized architectures, supports scalable multi-task training, and adapts smoothly to any resolution, enhancing both generalization and scalability. Experimental results demonstrate competitive performance across tasks in both generation and prediction such as text-to-image, multiview generation, ID preservation, depth estimation and camera pose estimation despite relatively small training dataset. Our code and checkpoint are freely available at https://github.com/lehduong/OneDiffusion
comment: CVPR 2025; two first authors contribute equally
Mesh 5
☆ AnimateAnyMesh: A Feed-Forward 4D Foundation Model for Text-Driven Universal Mesh Animation
Recent advances in 4D content generation have attracted increasing attention, yet creating high-quality animated 3D models remains challenging due to the complexity of modeling spatio-temporal distributions and the scarcity of 4D training data. In this paper, we present AnimateAnyMesh, the first feed-forward framework that enables efficient text-driven animation of arbitrary 3D meshes. Our approach leverages a novel DyMeshVAE architecture that effectively compresses and reconstructs dynamic mesh sequences by disentangling spatial and temporal features while preserving local topological structures. To enable high-quality text-conditional generation, we employ a Rectified Flow-based training strategy in the compressed latent space. Additionally, we contribute the DyMesh Dataset, containing over 4M diverse dynamic mesh sequences with text annotations. Experimental results demonstrate that our method generates semantically accurate and temporally coherent mesh animations in a few seconds, significantly outperforming existing approaches in both quality and efficiency. Our work marks a substantial step forward in making 4D content creation more accessible and practical. All the data, code, and models will be open-released.
comment: Project Page: https://animateanymesh.github.io/AnimateAnyMesh/
☆ Efficient Part-level 3D Object Generation via Dual Volume Packing
Recent progress in 3D object generation has greatly improved both the quality and efficiency. However, most existing methods generate a single mesh with all parts fused together, which limits the ability to edit or manipulate individual parts. A key challenge is that different objects may have a varying number of parts. To address this, we propose a new end-to-end framework for part-level 3D object generation. Given a single input image, our method generates high-quality 3D objects with an arbitrary number of complete and semantically meaningful parts. We introduce a dual volume packing strategy that organizes all parts into two complementary volumes, allowing for the creation of complete and interleaved parts that assemble into the final object. Experiments show that our model achieves better quality, diversity, and generalization than previous image-based part-level generation methods.
comment: Code: https://github.com/NVlabs/PartPacker Project Page: https://research.nvidia.com/labs/dir/partpacker/
☆ MetricHMR: Metric Human Mesh Recovery from Monocular Images
We introduce MetricHMR (Metric Human Mesh Recovery), an approach for metric human mesh recovery with accurate global translation from monocular images. In contrast to existing HMR methods that suffer from severe scale and depth ambiguity, MetricHMR is able to produce geometrically reasonable body shape and global translation in the reconstruction results. To this end, we first systematically analyze previous HMR methods on camera models to emphasize the critical role of the standard perspective projection model in enabling metric-scale HMR. We then validate the acceptable ambiguity range of metric HMR under the standard perspective projection model. Finally, we contribute a novel approach that introduces a ray map based on the standard perspective projection to jointly encode bounding-box information, camera parameters, and geometric cues for End2End metric HMR without any additional metric-regularization modules. Extensive experiments demonstrate that our method achieves state-of-the-art performance, even compared with sequential HMR methods, in metric pose, shape, and global translation estimation across both indoor and in-the-wild scenarios.
☆ DreamCS: Geometry-Aware Text-to-3D Generation with Unpaired 3D Reward Supervision
While text-to-3D generation has attracted growing interest, existing methods often struggle to produce 3D assets that align well with human preferences. Current preference alignment techniques for 3D content typically rely on hardly-collected preference-paired multi-view 2D images to train 2D reward models, when then guide 3D generation -- leading to geometric artifacts due to their inherent 2D bias. To address these limitations, we construct 3D-MeshPref, the first large-scale unpaired 3D preference dataset, featuring diverse 3D meshes annotated by a large language model and refined by human evaluators. We then develop RewardCS, the first reward model trained directly on unpaired 3D-MeshPref data using a novel Cauchy-Schwarz divergence objective, enabling effective learning of human-aligned 3D geometric preferences without requiring paired comparisons. Building on this, we propose DreamCS, a unified framework that integrates RewardCS into text-to-3D pipelines -- enhancing both implicit and explicit 3D generation with human preference feedback. Extensive experiments show DreamCS outperforms prior methods, producing 3D assets that are both geometrically faithful and human-preferred. Code and models will be released publicly.
☆ AtmosMJ: Revisiting Gating Mechanism for AI Weather Forecasting Beyond the Year Scale
The advent of Large Weather Models (LWMs) has marked a turning point in data-driven forecasting, with many models now outperforming traditional numerical systems in the medium range. However, achieving stable, long-range autoregressive forecasts beyond a few weeks remains a significant challenge. Prevailing state-of-the-art models that achieve year-long stability, such as SFNO and DLWP-HPX, have relied on transforming input data onto non-standard spatial domains like spherical harmonics or HEALPix meshes. This has led to the prevailing assumption that such representations are necessary to enforce physical consistency and long-term stability. This paper challenges that assumption by investigating whether comparable long-range performance can be achieved on the standard latitude-longitude grid. We introduce AtmosMJ, a deep convolutional network that operates directly on ERA5 data without any spherical remapping. The model's stability is enabled by a novel Gated Residual Fusion (GRF) mechanism, which adaptively moderates feature updates to prevent error accumulation over long recursive simulations. Our results demonstrate that AtmosMJ produces stable and physically plausible forecasts for about 500 days. In quantitative evaluations, it achieves competitive 10-day forecast accuracy against models like Pangu-Weather and GraphCast, all while requiring a remarkably low training budget of 5.7 days on a V100 GPU. Our findings suggest that efficient architectural design, rather than non-standard data representation, can be the key to unlocking stable and computationally efficient long-range weather prediction.
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☆ The Less You Depend, The More You Learn: Synthesizing Novel Views from Sparse, Unposed Images without Any 3D Knowledge
We consider the problem of generalizable novel view synthesis (NVS), which aims to generate photorealistic novel views from sparse or even unposed 2D images without per-scene optimization. This task remains fundamentally challenging, as it requires inferring 3D structure from incomplete and ambiguous 2D observations. Early approaches typically rely on strong 3D knowledge, including architectural 3D inductive biases (e.g., embedding explicit 3D representations, such as NeRF or 3DGS, into network design) and ground-truth camera poses for both input and target views. While recent efforts have sought to reduce the 3D inductive bias or the dependence on known camera poses of input views, critical questions regarding the role of 3D knowledge and the necessity of circumventing its use remain under-explored. In this work, we conduct a systematic analysis on the 3D knowledge and uncover a critical trend: the performance of methods that requires less 3D knowledge accelerates more as data scales, eventually achieving performance on par with their 3D knowledge-driven counterparts, which highlights the increasing importance of reducing dependence on 3D knowledge in the era of large-scale data. Motivated by and following this trend, we propose a novel NVS framework that minimizes 3D inductive bias and pose dependence for both input and target views. By eliminating this 3D knowledge, our method fully leverages data scaling and learns implicit 3D awareness directly from sparse 2D images, without any 3D inductive bias or pose annotation during training. Extensive experiments demonstrate that our model generates photorealistic and 3D-consistent novel views, achieving even comparable performance with methods that rely on posed inputs, thereby validating the feasibility and effectiveness of our data-centric paradigm. Project page: https://pku-vcl-geometry.github.io/Less3Depend/ .
♻ ☆ NeRF-CA: Dynamic Reconstruction of X-ray Coronary Angiography with Extremely Sparse-views
Dynamic three-dimensional (4D) reconstruction from two-dimensional X-ray coronary angiography (CA) remains a significant clinical problem. Existing CA reconstruction methods often require extensive user interaction or large training datasets. Recently, Neural Radiance Field (NeRF) has successfully reconstructed high-fidelity scenes in natural and medical contexts without these requirements. However, challenges such as sparse-views, intra-scan motion, and complex vessel morphology hinder its direct application to CA data. We introduce NeRF-CA, a first step toward a fully automatic 4D CA reconstruction that achieves reconstructions from sparse coronary angiograms. To the best of our knowledge, we are the first to address the challenges of sparse-views and cardiac motion by decoupling the scene into the moving coronary artery and the static background, effectively translating the problem of motion into a strength. NeRF-CA serves as a first stepping stone for solving the 4D CA reconstruction problem, achieving adequate 4D reconstructions from as few as four angiograms, as required by clinical practice, while significantly outperforming state-of-the-art sparse-view X-ray NeRF. We validate our approach quantitatively and qualitatively using representative 4D phantom datasets and ablation studies. To accelerate research in this domain, we made our codebase public: https://github.com/kirstenmaas/NeRF-CA.
Deblur 1
♻ ☆ Plug-and-Play image restoration with Stochastic deNOising REgularization
Plug-and-Play (PnP) algorithms are a class of iterative algorithms that address image inverse problems by combining a physical model and a deep neural network for regularization. Even if they produce impressive image restoration results, these algorithms rely on a non-standard use of a denoiser on images that are less and less noisy along the iterations, which contrasts with recent algorithms based on Diffusion Models (DM), where the denoiser is applied only on re-noised images. We propose a new PnP framework, called Stochastic deNOising REgularization (SNORE), which applies the denoiser only on images with noise of the adequate level. It is based on an explicit stochastic regularization, which leads to a stochastic gradient descent algorithm to solve ill-posed inverse problems. A convergence analysis of this algorithm and its annealing extension is provided. Experimentally, we prove that SNORE is competitive with respect to state-of-the-art methods on deblurring and inpainting tasks, both quantitatively and qualitatively.
NeRF 2
☆ A Probability-guided Sampler for Neural Implicit Surface Rendering ECCV 2024
Several variants of Neural Radiance Fields (NeRFs) have significantly improved the accuracy of synthesized images and surface reconstruction of 3D scenes/objects. In all of these methods, a key characteristic is that none can train the neural network with every possible input data, specifically, every pixel and potential 3D point along the projection rays due to scalability issues. While vanilla NeRFs uniformly sample both the image pixels and 3D points along the projection rays, some variants focus only on guiding the sampling of the 3D points along the projection rays. In this paper, we leverage the implicit surface representation of the foreground scene and model a probability density function in a 3D image projection space to achieve a more targeted sampling of the rays toward regions of interest, resulting in improved rendering. Additionally, a new surface reconstruction loss is proposed for improved performance. This new loss fully explores the proposed 3D image projection space model and incorporates near-to-surface and empty space components. By integrating our novel sampling strategy and novel loss into current state-of-the-art neural implicit surface renderers, we achieve more accurate and detailed 3D reconstructions and improved image rendering, especially for the regions of interest in any given scene.
comment: Accepted in ECCV 2024
♻ ☆ GigaSLAM: Large-Scale Monocular SLAM with Hierarchical Gaussian Splats
Tracking and mapping in large-scale, unbounded outdoor environments using only monocular RGB input presents substantial challenges for existing SLAM systems. Traditional Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) SLAM methods are typically limited to small, bounded indoor settings. To overcome these challenges, we introduce GigaSLAM, the first RGB NeRF / 3DGS-based SLAM framework for kilometer-scale outdoor environments, as demonstrated on the KITTI, KITTI 360, 4 Seasons and A2D2 datasets. Our approach employs a hierarchical sparse voxel map representation, where Gaussians are decoded by neural networks at multiple levels of detail. This design enables efficient, scalable mapping and high-fidelity viewpoint rendering across expansive, unbounded scenes. For front-end tracking, GigaSLAM utilizes a metric depth model combined with epipolar geometry and PnP algorithms to accurately estimate poses, while incorporating a Bag-of-Words-based loop closure mechanism to maintain robust alignment over long trajectories. Consequently, GigaSLAM delivers high-precision tracking and visually faithful rendering on urban outdoor benchmarks, establishing a robust SLAM solution for large-scale, long-term scenarios, and significantly extending the applicability of Gaussian Splatting SLAM systems to unbounded outdoor environments. GitHub: https://github.com/DengKaiCQ/GigaSLAM.
Deblur 1
☆ Plug-and-Play Linear Attention for Pre-trained Image and Video Restoration Models
Multi-head self-attention (MHSA) has become a core component in modern computer vision models. However, its quadratic complexity with respect to input length poses a significant computational bottleneck in real-time and resource constrained environments. We propose PnP-Nystra, a Nystr\"om based linear approximation of self-attention, developed as a plug-and-play (PnP) module that can be integrated into the pre-trained image and video restoration models without retraining. As a drop-in replacement for MHSA, PnP-Nystra enables efficient acceleration in various window-based transformer architectures, including SwinIR, Uformer, and RVRT. Our experiments across diverse image and video restoration tasks, including denoising, deblurring, and super-resolution, demonstrate that PnP-Nystra achieves a 2-4x speed-up on an NVIDIA RTX 4090 GPU and a 2-5x speed-up on CPU inference. Despite these significant gains, the method incurs a maximum PSNR drop of only 1.5 dB across all evaluated tasks. To the best of our knowledge, we are the first to demonstrate a linear attention functioning as a training-free substitute for MHSA in restoration models.
comment: 6 pages, 1 pseudo-code, 3 figure panels, 2 plot panels, 7 tables, 24 references
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☆ Snap-and-tune: combining deep learning and test-time optimization for high-fidelity cardiovascular volumetric meshing
High-quality volumetric meshing from medical images is a key bottleneck for physics-based simulations in personalized medicine. For volumetric meshing of complex medical structures, recent studies have often utilized deep learning (DL)-based template deformation approaches to enable fast test-time generation with high spatial accuracy. However, these approaches still exhibit limitations, such as limited flexibility at high-curvature areas and unrealistic inter-part distances. In this study, we introduce a simple yet effective snap-and-tune strategy that sequentially applies DL and test-time optimization, which combines fast initial shape fitting with more detailed sample-specific mesh corrections. Our method provides significant improvements in both spatial accuracy and mesh quality, while being fully automated and requiring no additional training labels. Finally, we demonstrate the versatility and usefulness of our newly generated meshes via solid mechanics simulations in two different software platforms. Our code is available at https://github.com/danpak94/Deep-Cardiac-Volumetric-Mesh.
☆ Squeeze3D: Your 3D Generation Model is Secretly an Extreme Neural Compressor
We propose Squeeze3D, a novel framework that leverages implicit prior knowledge learnt by existing pre-trained 3D generative models to compress 3D data at extremely high compression ratios. Our approach bridges the latent spaces between a pre-trained encoder and a pre-trained generation model through trainable mapping networks. Any 3D model represented as a mesh, point cloud, or a radiance field is first encoded by the pre-trained encoder and then transformed (i.e. compressed) into a highly compact latent code. This latent code can effectively be used as an extremely compressed representation of the mesh or point cloud. A mapping network transforms the compressed latent code into the latent space of a powerful generative model, which is then conditioned to recreate the original 3D model (i.e. decompression). Squeeze3D is trained entirely on generated synthetic data and does not require any 3D datasets. The Squeeze3D architecture can be flexibly used with existing pre-trained 3D encoders and existing generative models. It can flexibly support different formats, including meshes, point clouds, and radiance fields. Our experiments demonstrate that Squeeze3D achieves compression ratios of up to 2187x for textured meshes, 55x for point clouds, and 619x for radiance fields while maintaining visual quality comparable to many existing methods. Squeeze3D only incurs a small compression and decompression latency since it does not involve training object-specific networks to compress an object.
☆ Drive Any Mesh: 4D Latent Diffusion for Mesh Deformation from Video
We propose DriveAnyMesh, a method for driving mesh guided by monocular video. Current 4D generation techniques encounter challenges with modern rendering engines. Implicit methods have low rendering efficiency and are unfriendly to rasterization-based engines, while skeletal methods demand significant manual effort and lack cross-category generalization. Animating existing 3D assets, instead of creating 4D assets from scratch, demands a deep understanding of the input's 3D structure. To tackle these challenges, we present a 4D diffusion model that denoises sequences of latent sets, which are then decoded to produce mesh animations from point cloud trajectory sequences. These latent sets leverage a transformer-based variational autoencoder, simultaneously capturing 3D shape and motion information. By employing a spatiotemporal, transformer-based diffusion model, information is exchanged across multiple latent frames, enhancing the efficiency and generalization of the generated results. Our experimental results demonstrate that DriveAnyMesh can rapidly produce high-quality animations for complex motions and is compatible with modern rendering engines. This method holds potential for applications in both the gaming and filming industries.
comment: technical report
♻ ☆ DINeMo: Learning Neural Mesh Models with no 3D Annotations CVPR 2025
Category-level 3D/6D pose estimation is a crucial step towards comprehensive 3D scene understanding, which would enable a broad range of applications in robotics and embodied AI. Recent works explored neural mesh models that approach a range of 2D and 3D tasks from an analysis-by-synthesis perspective. Despite the largely enhanced robustness to partial occlusion and domain shifts, these methods depended heavily on 3D annotations for part-contrastive learning, which confines them to a narrow set of categories and hinders efficient scaling. In this work, we present DINeMo, a novel neural mesh model that is trained with no 3D annotations by leveraging pseudo-correspondence obtained from large visual foundation models. We adopt a bidirectional pseudo-correspondence generation method, which produce pseudo correspondence utilize both local appearance features and global context information. Experimental results on car datasets demonstrate that our DINeMo outperforms previous zero- and few-shot 3D pose estimation by a wide margin, narrowing the gap with fully-supervised methods by 67.3%. Our DINeMo also scales effectively and efficiently when incorporating more unlabeled images during training, which demonstrate the advantages over supervised learning methods that rely on 3D annotations. Our project page is available at https://analysis-by-synthesis.github.io/DINeMo/.
comment: Accepted to 3rd Workshop on Compositional 3D Vision at CVPR 2025 (C3DV)
♻ ☆ CityGo: Lightweight Urban Modeling and Rendering with Proxy Buildings and Residual Gaussians
Accurate and efficient modeling of large-scale urban scenes is critical for applications such as AR navigation, UAV based inspection, and smart city digital twins. While aerial imagery offers broad coverage and complements limitations of ground-based data, reconstructing city-scale environments from such views remains challenging due to occlusions, incomplete geometry, and high memory demands. Recent advances like 3D Gaussian Splatting (3DGS) improve scalability and visual quality but remain limited by dense primitive usage, long training times, and poor suit ability for edge devices. We propose CityGo, a hybrid framework that combines textured proxy geometry with residual and surrounding 3D Gaussians for lightweight, photorealistic rendering of urban scenes from aerial perspectives. Our approach first extracts compact building proxy meshes from MVS point clouds, then uses zero order SH Gaussians to generate occlusion-free textures via image-based rendering and back-projection. To capture high-frequency details, we introduce residual Gaussians placed based on proxy-photo discrepancies and guided by depth priors. Broader urban context is represented by surrounding Gaussians, with importance-aware downsampling applied to non-critical regions to reduce redundancy. A tailored optimization strategy jointly refines proxy textures and Gaussian parameters, enabling real-time rendering of complex urban scenes on mobile GPUs with significantly reduced training and memory requirements. Extensive experiments on real-world aerial datasets demonstrate that our hybrid representation significantly reduces training time, achieving on average 1.4x speedup, while delivering comparable visual fidelity to pure 3D Gaussian Splatting approaches. Furthermore, CityGo enables real-time rendering of large-scale urban scenes on mobile consumer GPUs, with substantially reduced memory usage and energy consumption.
NeRF 1
☆ Speedy Deformable 3D Gaussian Splatting: Fast Rendering and Compression of Dynamic Scenes
Recent extensions of 3D Gaussian Splatting (3DGS) to dynamic scenes achieve high-quality novel view synthesis by using neural networks to predict the time-varying deformation of each Gaussian. However, performing per-Gaussian neural inference at every frame poses a significant bottleneck, limiting rendering speed and increasing memory and compute requirements. In this paper, we present Speedy Deformable 3D Gaussian Splatting (SpeeDe3DGS), a general pipeline for accelerating the rendering speed of dynamic 3DGS and 4DGS representations by reducing neural inference through two complementary techniques. First, we propose a temporal sensitivity pruning score that identifies and removes Gaussians with low contribution to the dynamic scene reconstruction. We also introduce an annealing smooth pruning mechanism that improves pruning robustness in real-world scenes with imprecise camera poses. Second, we propose GroupFlow, a motion analysis technique that clusters Gaussians by trajectory similarity and predicts a single rigid transformation per group instead of separate deformations for each Gaussian. Together, our techniques accelerate rendering by $10.37\times$, reduce model size by $7.71\times$, and shorten training time by $2.71\times$ on the NeRF-DS dataset. SpeeDe3DGS also improves rendering speed by $4.20\times$ and $58.23\times$ on the D-NeRF and HyperNeRF vrig datasets. Our methods are modular and can be integrated into any deformable 3DGS or 4DGS framework.
comment: Project Page: https://speede3dgs.github.io/
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☆ Hybrid Mesh-Gaussian Representation for Efficient Indoor Scene Reconstruction
3D Gaussian splatting (3DGS) has demonstrated exceptional performance in image-based 3D reconstruction and real-time rendering. However, regions with complex textures require numerous Gaussians to capture significant color variations accurately, leading to inefficiencies in rendering speed. To address this challenge, we introduce a hybrid representation for indoor scenes that combines 3DGS with textured meshes. Our approach uses textured meshes to handle texture-rich flat areas, while retaining Gaussians to model intricate geometries. The proposed method begins by pruning and refining the extracted mesh to eliminate geometrically complex regions. We then employ a joint optimization for 3DGS and mesh, incorporating a warm-up strategy and transmittance-aware supervision to balance their contributions seamlessly.Extensive experiments demonstrate that the hybrid representation maintains comparable rendering quality and achieves superior frames per second FPS with fewer Gaussian primitives.
♻ ☆ Unifying 2D and 3D Vision-Language Understanding
Progress in 3D vision-language learning has been hindered by the scarcity of large-scale 3D datasets. We introduce UniVLG, a unified architecture for 2D and 3D vision-language understanding that bridges the gap between existing 2D-centric models and the rich 3D sensory data available in embodied systems. Our approach initializes most model weights from pre-trained 2D models and trains on both 2D and 3D vision-language data. We propose a novel language-conditioned mask decoder shared across 2D and 3D modalities to ground objects effectively in both RGB and RGB-D images, outperforming box-based approaches. To further reduce the domain gap between 2D and 3D, we incorporate 2D-to-3D lifting strategies, enabling UniVLG to utilize 2D data to enhance 3D performance. With these innovations, our model achieves state-of-the-art performance across multiple 3D vision-language grounding tasks, demonstrating the potential of transferring advances from 2D vision-language learning to the data-constrained 3D domain. Furthermore, co-training on both 2D and 3D data enhances performance across modalities without sacrificing 2D capabilities. By removing the reliance on 3D mesh reconstruction and ground-truth object proposals, UniVLG sets a new standard for realistic, embodied-aligned evaluation. Code and additional visualizations are available at https://univlg.github.io .
comment: The first two authors contributed equally
♻ ☆ OctFusion: Octree-based Diffusion Models for 3D Shape Generation
Diffusion models have emerged as a popular method for 3D generation. However, it is still challenging for diffusion models to efficiently generate diverse and high-quality 3D shapes. In this paper, we introduce OctFusion, which can generate 3D shapes with arbitrary resolutions in 2.5 seconds on a single Nvidia 4090 GPU, and the extracted meshes are guaranteed to be continuous and manifold. The key components of OctFusion are the octree-based latent representation and the accompanying diffusion models. The representation combines the benefits of both implicit neural representations and explicit spatial octrees and is learned with an octree-based variational autoencoder. The proposed diffusion model is a unified multi-scale U-Net that enables weights and computation sharing across different octree levels and avoids the complexity of widely used cascaded diffusion schemes. We verify the effectiveness of OctFusion on the ShapeNet and Objaverse datasets and achieve state-of-the-art performances on shape generation tasks. We demonstrate that OctFusion is extendable and flexible by generating high-quality color fields for textured mesh generation and high-quality 3D shapes conditioned on text prompts, sketches, or category labels. Our code and pre-trained models are available at https://github.com/octree-nn/octfusion.
comment: Accepted to Computer Graphics Forum (SGP), 2025
♻ ☆ MeshArt: Generating Articulated Meshes with Structure-Guided Transformers
Articulated 3D object generation is fundamental for creating realistic, functional, and interactable virtual assets which are not simply static. We introduce MeshArt, a hierarchical transformer-based approach to generate articulated 3D meshes with clean, compact geometry, reminiscent of human-crafted 3D models. We approach articulated mesh generation in a part-by-part fashion across two stages. First, we generate a high-level articulation-aware object structure; then, based on this structural information, we synthesize each part's mesh faces. Key to our approach is modeling both articulation structures and part meshes as sequences of quantized triangle embeddings, leading to a unified hierarchical framework with transformers for autoregressive generation. Object part structures are first generated as their bounding primitives and articulation modes; a second transformer, guided by these articulation structures, then generates each part's mesh triangles. To ensure coherency among generated parts, we introduce structure-guided conditioning that also incorporates local part mesh connectivity. MeshArt shows significant improvements over state of the art, with 57.1% improvement in structure coverage and a 209-point improvement in mesh generation FID.
comment: Project Page: https://daoyig.github.io/Mesh_Art/, Video: https://www.youtube.com/watch?v=0XaHFbmb_FQ
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♻ ☆ LLM-HDR: Bridging LLM-based Perception and Self-Supervision for Unpaired LDR-to-HDR Image Reconstruction
The translation of Low Dynamic Range (LDR) to High Dynamic Range (HDR) images is an important computer vision task. There is a significant amount of research utilizing both conventional non-learning methods and modern data-driven approaches, focusing on using both single-exposed and multi-exposed LDR for HDR image reconstruction. However, most current state-of-the-art methods require high-quality paired {LDR,HDR} datasets for model training. In addition, there is limited literature on using unpaired datasets for this task, that is, the model learns a mapping between domains, i.e., {LDR,HDR}. This paper proposes LLM-HDR, a method that integrates the perception of Large Language Models (LLM) into a modified semantic- and cycle-consistent adversarial architecture that utilizes unpaired {LDR,HDR} datasets for training. The method introduces novel artifact- and exposure-aware generators to address visual artifact removal and an encoder and loss to address semantic consistency, another under-explored topic. LLM-HDR is the first to use an LLM for the {LDR,HDR} translation task in a self-supervised setup. The method achieves state-of-the-art performance across several benchmark datasets and reconstructs high-quality HDR images. The official website of this work is available at: https://github.com/HrishavBakulBarua/LLM-HDR
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☆ Multi-Step Guided Diffusion for Image Restoration on Edge Devices: Toward Lightweight Perception in Embodied AI CVPR 2025
Diffusion models have shown remarkable flexibility for solving inverse problems without task-specific retraining. However, existing approaches such as Manifold Preserving Guided Diffusion (MPGD) apply only a single gradient update per denoising step, limiting restoration fidelity and robustness, especially in embedded or out-of-distribution settings. In this work, we introduce a multistep optimization strategy within each denoising timestep, significantly enhancing image quality, perceptual accuracy, and generalization. Our experiments on super-resolution and Gaussian deblurring demonstrate that increasing the number of gradient updates per step improves LPIPS and PSNR with minimal latency overhead. Notably, we validate this approach on a Jetson Orin Nano using degraded ImageNet and a UAV dataset, showing that MPGD, originally trained on face datasets, generalizes effectively to natural and aerial scenes. Our findings highlight MPGD's potential as a lightweight, plug-and-play restoration module for real-time visual perception in embodied AI agents such as drones and mobile robots.
comment: Accepted in CVPR 2025 Embodied AI Workshop
♻ ☆ Decoupled Data Consistency with Diffusion Purification for Image Restoration
Diffusion models have recently gained traction as a powerful class of deep generative priors, excelling in a wide range of image restoration tasks due to their exceptional ability to model data distributions. To solve image restoration problems, many existing techniques achieve data consistency by incorporating additional likelihood gradient steps into the reverse sampling process of diffusion models. However, the additional gradient steps pose a challenge for real-world practical applications as they incur a large computational overhead, thereby increasing inference time. They also present additional difficulties when using accelerated diffusion model samplers, as the number of data consistency steps is limited by the number of reverse sampling steps. In this work, we propose a novel diffusion-based image restoration solver that addresses these issues by decoupling the reverse process from the data consistency steps. Our method involves alternating between a reconstruction phase to maintain data consistency and a refinement phase that enforces the prior via diffusion purification. Our approach demonstrates versatility, making it highly adaptable for efficient problem-solving in latent space. Additionally, it reduces the necessity for numerous sampling steps through the integration of consistency models. The efficacy of our approach is validated through comprehensive experiments across various image restoration tasks, including image denoising, deblurring, inpainting, and super-resolution.
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♻ ☆ ShapeICP: Iterative Category-level Object Pose and Shape Estimation from Depth
Category-level object pose and shape estimation from a single depth image has recently drawn research attention due to its potential utility for tasks such as robotics manipulation. The task is particularly challenging because the three unknowns, object pose, object shape, and model-to-measurement correspondences, are compounded together, but only a single view of depth measurements is provided. Most of the prior work heavily relies on data-driven approaches to obtain solutions to at least one of the unknowns, and typically two, running with the risk of failing to generalize to unseen domains. The shape representations used in the prior work also mainly focus on point cloud and signed distance field (SDF). In stark contrast to the prior work, we approach the problem using an iterative estimation method that does not require learning from pose-annotated data. In addition, we adopt a novel mesh-based object active shape model that the previous literature has not explored. Our algorithm, ShapeICP, is based on the iterative closest point (ICP) algorithm but is equipped with additional features for the category-level pose and shape estimation task. Although not using pose-annotated data, ShapeICP surpasses many data-driven approaches that rely on pose data for training, opening up a new solution space for researchers to consider.
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♻ ☆ ShapeICP: Iterative Category-level Object Pose and Shape Estimation from Depth
Category-level object pose and shape estimation from a single depth image has recently drawn research attention due to its potential utility for tasks such as robotics manipulation. The task is particularly challenging because the three unknowns, object pose, object shape, and model-to-measurement correspondences, are compounded together, but only a single view of depth measurements is provided. Most of the prior work heavily relies on data-driven approaches to obtain solutions to at least one of the unknowns, and typically two, running with the risk of failing to generalize to unseen domains. The shape representations used in the prior work also mainly focus on point cloud and signed distance field (SDF). In stark contrast to the prior work, we approach the problem using an iterative estimation method that does not require learning from pose-annotated data. In addition, we adopt a novel mesh-based object active shape model that the previous literature has not explored. Our algorithm, ShapeICP, is based on the iterative closest point (ICP) algorithm but is equipped with additional features for the category-level pose and shape estimation task. Although not using pose-annotated data, ShapeICP surpasses many data-driven approaches that rely on pose data for training, opening up a new solution space for researchers to consider.
NeRF 2
☆ SPC to 3D: Novel View Synthesis from Binary SPC via I2I translation ICIP 2025
Single Photon Avalanche Diodes (SPADs) represent a cutting-edge imaging technology, capable of detecting individual photons with remarkable timing precision. Building on this sensitivity, Single Photon Cameras (SPCs) enable image capture at exceptionally high speeds under both low and high illumination. Enabling 3D reconstruction and radiance field recovery from such SPC data holds significant promise. However, the binary nature of SPC images leads to severe information loss, particularly in texture and color, making traditional 3D synthesis techniques ineffective. To address this challenge, we propose a modular two-stage framework that converts binary SPC images into high-quality colorized novel views. The first stage performs image-to-image (I2I) translation using generative models such as Pix2PixHD, converting binary SPC inputs into plausible RGB representations. The second stage employs 3D scene reconstruction techniques like Neural Radiance Fields (NeRF) or Gaussian Splatting (3DGS) to generate novel views. We validate our two-stage pipeline (Pix2PixHD + Nerf/3DGS) through extensive qualitative and quantitative experiments, demonstrating significant improvements in perceptual quality and geometric consistency over the alternative baseline.
comment: Accepted for publication at ICIP 2025
♻ ☆ MutualNeRF: Improve the Performance of NeRF under Limited Samples with Mutual Information Theory
This paper introduces MutualNeRF, a framework enhancing Neural Radiance Field (NeRF) performance under limited samples using Mutual Information Theory. While NeRF excels in 3D scene synthesis, challenges arise with limited data and existing methods that aim to introduce prior knowledge lack theoretical support in a unified framework. We introduce a simple but theoretically robust concept, Mutual Information, as a metric to uniformly measure the correlation between images, considering both macro (semantic) and micro (pixel) levels. For sparse view sampling, we strategically select additional viewpoints containing more non-overlapping scene information by minimizing mutual information without knowing ground truth images beforehand. Our framework employs a greedy algorithm, offering a near-optimal solution. For few-shot view synthesis, we maximize the mutual information between inferred images and ground truth, expecting inferred images to gain more relevant information from known images. This is achieved by incorporating efficient, plug-and-play regularization terms. Experiments under limited samples show consistent improvement over state-of-the-art baselines in different settings, affirming the efficacy of our framework.
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☆ EV-LayerSegNet: Self-supervised Motion Segmentation using Event Cameras CVPR
Event cameras are novel bio-inspired sensors that capture motion dynamics with much higher temporal resolution than traditional cameras, since pixels react asynchronously to brightness changes. They are therefore better suited for tasks involving motion such as motion segmentation. However, training event-based networks still represents a difficult challenge, as obtaining ground truth is very expensive, error-prone and limited in frequency. In this article, we introduce EV-LayerSegNet, a self-supervised CNN for event-based motion segmentation. Inspired by a layered representation of the scene dynamics, we show that it is possible to learn affine optical flow and segmentation masks separately, and use them to deblur the input events. The deblurring quality is then measured and used as self-supervised learning loss. We train and test the network on a simulated dataset with only affine motion, achieving IoU and detection rate up to 71% and 87% respectively.
comment: This paper has been accepted for publication at the IEEE Conference on Computer Vision and Pattern Recognition (CVPR) Workshops, Nashville, 2025
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☆ Vid2Sim: Generalizable, Video-based Reconstruction of Appearance, Geometry and Physics for Mesh-free Simulation CVPR 2025
Faithfully reconstructing textured shapes and physical properties from videos presents an intriguing yet challenging problem. Significant efforts have been dedicated to advancing such a system identification problem in this area. Previous methods often rely on heavy optimization pipelines with a differentiable simulator and renderer to estimate physical parameters. However, these approaches frequently necessitate extensive hyperparameter tuning for each scene and involve a costly optimization process, which limits both their practicality and generalizability. In this work, we propose a novel framework, Vid2Sim, a generalizable video-based approach for recovering geometry and physical properties through a mesh-free reduced simulation based on Linear Blend Skinning (LBS), offering high computational efficiency and versatile representation capability. Specifically, Vid2Sim first reconstructs the observed configuration of the physical system from video using a feed-forward neural network trained to capture physical world knowledge. A lightweight optimization pipeline then refines the estimated appearance, geometry, and physical properties to closely align with video observations within just a few minutes. Additionally, after the reconstruction, Vid2Sim enables high-quality, mesh-free simulation with high efficiency. Extensive experiments demonstrate that our method achieves superior accuracy and efficiency in reconstructing geometry and physical properties from video data.
comment: Accepted by CVPR 2025
♻ ☆ Defurnishing with X-Ray Vision: Joint Removal of Furniture from Panoramas and Mesh
We present a pipeline for generating defurnished replicas of indoor spaces represented as textured meshes and corresponding multi-view panoramic images. To achieve this, we first segment and remove furniture from the mesh representation, extend planes, and fill holes, obtaining a simplified defurnished mesh (SDM). This SDM acts as an ``X-ray'' of the scene's underlying structure, guiding the defurnishing process. We extract Canny edges from depth and normal images rendered from the SDM. We then use these as a guide to remove the furniture from panorama images via ControlNet inpainting. This control signal ensures the availability of global geometric information that may be hidden from a particular panoramic view by the furniture being removed. The inpainted panoramas are used to texture the mesh. We show that our approach produces higher quality assets than methods that rely on neural radiance fields, which tend to produce blurry low-resolution images, or RGB-D inpainting, which is highly susceptible to hallucinations.
comment: Paper website: https://matterport.github.io/defurnishing-with-x-ray-vision/
NeRF 5
☆ Splat and Replace: 3D Reconstruction with Repetitive Elements SIGGRAPH
We leverage repetitive elements in 3D scenes to improve novel view synthesis. Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have greatly improved novel view synthesis but renderings of unseen and occluded parts remain low-quality if the training views are not exhaustive enough. Our key observation is that our environment is often full of repetitive elements. We propose to leverage those repetitions to improve the reconstruction of low-quality parts of the scene due to poor coverage and occlusions. We propose a method that segments each repeated instance in a 3DGS reconstruction, registers them together, and allows information to be shared among instances. Our method improves the geometry while also accounting for appearance variations across instances. We demonstrate our method on a variety of synthetic and real scenes with typical repetitive elements, leading to a substantial improvement in the quality of novel view synthesis.
comment: SIGGRAPH Conference Papers 2025. Project site: https://repo-sam.inria.fr/nerphys/splat-and-replace/
☆ NeurNCD: Novel Class Discovery via Implicit Neural Representation ICMR 2024
Discovering novel classes in open-world settings is crucial for real-world applications. Traditional explicit representations, such as object descriptors or 3D segmentation maps, are constrained by their discrete, hole-prone, and noisy nature, which hinders accurate novel class discovery. To address these challenges, we introduce NeurNCD, the first versatile and data-efficient framework for novel class discovery that employs the meticulously designed Embedding-NeRF model combined with KL divergence as a substitute for traditional explicit 3D segmentation maps to aggregate semantic embedding and entropy in visual embedding space. NeurNCD also integrates several key components, including feature query, feature modulation and clustering, facilitating efficient feature augmentation and information exchange between the pre-trained semantic segmentation network and implicit neural representations. As a result, our framework achieves superior segmentation performance in both open and closed-world settings without relying on densely labelled datasets for supervised training or human interaction to generate sparse label supervision. Extensive experiments demonstrate that our method significantly outperforms state-of-the-art approaches on the NYUv2 and Replica datasets.
comment: Accepted by ICMR 2024
☆ Dy3DGS-SLAM: Monocular 3D Gaussian Splatting SLAM for Dynamic Environments
Current Simultaneous Localization and Mapping (SLAM) methods based on Neural Radiance Fields (NeRF) or 3D Gaussian Splatting excel in reconstructing static 3D scenes but struggle with tracking and reconstruction in dynamic environments, such as real-world scenes with moving elements. Existing NeRF-based SLAM approaches addressing dynamic challenges typically rely on RGB-D inputs, with few methods accommodating pure RGB input. To overcome these limitations, we propose Dy3DGS-SLAM, the first 3D Gaussian Splatting (3DGS) SLAM method for dynamic scenes using monocular RGB input. To address dynamic interference, we fuse optical flow masks and depth masks through a probabilistic model to obtain a fused dynamic mask. With only a single network iteration, this can constrain tracking scales and refine rendered geometry. Based on the fused dynamic mask, we designed a novel motion loss to constrain the pose estimation network for tracking. In mapping, we use the rendering loss of dynamic pixels, color, and depth to eliminate transient interference and occlusion caused by dynamic objects. Experimental results demonstrate that Dy3DGS-SLAM achieves state-of-the-art tracking and rendering in dynamic environments, outperforming or matching existing RGB-D methods.
♻ ☆ ProJo4D: Progressive Joint Optimization for Sparse-View Inverse Physics Estimation
Neural rendering has made significant strides in 3D reconstruction and novel view synthesis. With the integration with physics, it opens up new applications. The inverse problem of estimating physics from visual data, however, still remains challenging, limiting its effectiveness for applications like physically accurate digital twin creation in robotics and XR. Existing methods that incorporate physics into neural rendering frameworks typically require dense multi-view videos as input, making them impractical for scalable, real-world use. When presented with sparse multi-view videos, the sequential optimization strategy used by existing approaches introduces significant error accumulation, e.g., poor initial 3D reconstruction leads to bad material parameter estimation in subsequent stages. Instead of sequential optimization, directly optimizing all parameters at the same time also fails due to the highly non-convex and often non-differentiable nature of the problem. We propose ProJo4D, a progressive joint optimization framework that gradually increases the set of jointly optimized parameters guided by their sensitivity, leading to fully joint optimization over geometry, appearance, physical state, and material property. Evaluations on PAC-NeRF and Spring-Gaus datasets show that ProJo4D outperforms prior work in 4D future state prediction, novel view rendering of future state, and material parameter estimation, demonstrating its effectiveness in physically grounded 4D scene understanding. For demos, please visit the project webpage: https://daniel03c1.github.io/ProJo4D/
♻ ☆ Unifying Appearance Codes and Bilateral Grids for Driving Scene Gaussian Splatting
Neural rendering techniques, including NeRF and Gaussian Splatting (GS), rely on photometric consistency to produce high-quality reconstructions. However, in real-world 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.
comment: Project page: https://bigcileng.github.io/bilateral-driving ; Code: https://github.com/BigCiLeng/bilateral-driving
Mesh 4
☆ PartCrafter: Structured 3D Mesh Generation via Compositional Latent Diffusion Transformers
We introduce PartCrafter, the first structured 3D generative model that jointly synthesizes multiple semantically meaningful and geometrically distinct 3D meshes from a single RGB image. Unlike existing methods that either produce monolithic 3D shapes or follow two-stage pipelines, i.e., first segmenting an image and then reconstructing each segment, PartCrafter adopts a unified, compositional generation architecture that does not rely on pre-segmented inputs. Conditioned on a single image, it simultaneously denoises multiple 3D parts, enabling end-to-end part-aware generation of both individual objects and complex multi-object scenes. PartCrafter builds upon a pretrained 3D mesh diffusion transformer (DiT) trained on whole objects, inheriting the pretrained weights, encoder, and decoder, and introduces two key innovations: (1) A compositional latent space, where each 3D part is represented by a set of disentangled latent tokens; (2) A hierarchical attention mechanism that enables structured information flow both within individual parts and across all parts, ensuring global coherence while preserving part-level detail during generation. To support part-level supervision, we curate a new dataset by mining part-level annotations from large-scale 3D object datasets. Experiments show that PartCrafter outperforms existing approaches in generating decomposable 3D meshes, including parts that are not directly visible in input images, demonstrating the strength of part-aware generative priors for 3D understanding and synthesis. Code and training data will be released.
comment: Project Page: https://wgsxm.github.io/projects/partcrafter/
☆ EX-4D: EXtreme Viewpoint 4D Video Synthesis via Depth Watertight Mesh
Generating high-quality camera-controllable videos from monocular input is a challenging task, particularly under extreme viewpoint. Existing methods often struggle with geometric inconsistencies and occlusion artifacts in boundaries, leading to degraded visual quality. In this paper, we introduce EX-4D, a novel framework that addresses these challenges through a Depth Watertight Mesh representation. The representation serves as a robust geometric prior by explicitly modeling both visible and occluded regions, ensuring geometric consistency in extreme camera pose. To overcome the lack of paired multi-view datasets, we propose a simulated masking strategy that generates effective training data only from monocular videos. Additionally, a lightweight LoRA-based video diffusion adapter is employed to synthesize high-quality, physically consistent, and temporally coherent videos. Extensive experiments demonstrate that EX-4D outperforms state-of-the-art methods in terms of physical consistency and extreme-view quality, enabling practical 4D video generation.
♻ ☆ Gaussian Building Mesh (GBM): Extract a Building's 3D Mesh with Google Earth and Gaussian Splatting
Recently released open-source pre-trained foundational image segmentation and object detection models (SAM2+GroundingDINO) allow for geometrically consistent segmentation of objects of interest in multi-view 2D images. Users can use text-based or click-based prompts to segment objects of interest without requiring labeled training datasets. Gaussian Splatting allows for the learning of the 3D representation of a scene's geometry and radiance based on 2D images. Combining Google Earth Studio, SAM2+GroundingDINO, 2D Gaussian Splatting, and our improvements in mask refinement based on morphological operations and contour simplification, we created a pipeline to extract the 3D mesh of any building based on its name, address, or geographic coordinates.
♻ ☆ Stochastic Poisson Surface Reconstruction with One Solve using Geometric Gaussian Processes
Poisson Surface Reconstruction is a widely-used algorithm for reconstructing a surface from an oriented point cloud. To facilitate applications where only partial surface information is available, or scanning is performed sequentially, a recent line of work proposes to incorporate uncertainty into the reconstructed surface via Gaussian process models. The resulting algorithms first perform Gaussian process interpolation, then solve a set of volumetric partial differential equations globally in space, resulting in a computationally expensive two-stage procedure. In this work, we apply recently-developed techniques from geometric Gaussian processes to combine interpolation and surface reconstruction into a single stage, requiring only one linear solve per sample. The resulting reconstructed surface samples can be queried locally in space, without the use of problem-dependent volumetric meshes or grids. These capabilities enable one to (a) perform probabilistic collision detection locally around the region of interest, (b) perform ray casting without evaluating points not on the ray's trajectory, and (c) perform next-view planning on a per-ray basis. They also do not requiring one to approximate kernel matrix inverses with diagonal matrices as part of intermediate computations, unlike prior methods. Results show that our approach provides a cleaner, more-principled, and more-flexible stochastic surface reconstruction pipeline.
NeRF 1
☆ Generating Synthetic Stereo Datasets using 3D Gaussian Splatting and Expert Knowledge Transfer
In this paper, we introduce a 3D Gaussian Splatting (3DGS)-based pipeline for stereo dataset generation, offering an efficient alternative to Neural Radiance Fields (NeRF)-based methods. To obtain useful geometry estimates, we explore utilizing the reconstructed geometry from the explicit 3D representations as well as depth estimates from the FoundationStereo model in an expert knowledge transfer setup. We find that when fine-tuning stereo models on 3DGS-generated datasets, we demonstrate competitive performance in zero-shot generalization benchmarks. When using the reconstructed geometry directly, we observe that it is often noisy and contains artifacts, which propagate noise to the trained model. In contrast, we find that the disparity estimates from FoundationStereo are cleaner and consequently result in a better performance on the zero-shot generalization benchmarks. Our method highlights the potential for low-cost, high-fidelity dataset creation and fast fine-tuning for deep stereo models. Moreover, we also reveal that while the latest Gaussian Splatting based methods have achieved superior performance on established benchmarks, their robustness falls short in challenging in-the-wild settings warranting further exploration.
IQA 1
☆ Robustness as Architecture: Designing IQA Models to Withstand Adversarial Perturbations
Image Quality Assessment (IQA) models are increasingly relied upon to evaluate image quality in real-world systems -- from compression and enhancement to generation and streaming. Yet their adoption brings a fundamental risk: these models are inherently unstable. Adversarial manipulations can easily fool them, inflating scores and undermining trust. Traditionally, such vulnerabilities are addressed through data-driven defenses -- adversarial retraining, regularization, or input purification. But what if this is the wrong lens? What if robustness in perceptual models is not something to learn but something to design? In this work, we propose a provocative idea: robustness as an architectural prior. Rather than training models to resist perturbations, we reshape their internal structure to suppress sensitivity from the ground up. We achieve this by enforcing orthogonal information flow, constraining the network to norm-preserving operations -- and further stabilizing the system through pruning and fine-tuning. The result is a robust IQA architecture that withstands adversarial attacks without requiring adversarial training or significant changes to the original model. This approach suggests a shift in perspective: from optimizing robustness through data to engineering it through design.
NeRF 1
♻ ☆ ViewFusion: Learning Composable Diffusion Models for Novel View Synthesis
Deep learning is providing a wealth of new approaches to the problem of novel view synthesis, from Neural Radiance Field (NeRF) based approaches to end-to-end style architectures. Each approach offers specific strengths but also comes with limitations in their applicability. This work introduces ViewFusion, an end-to-end generative approach to novel view synthesis with unparalleled flexibility. ViewFusion consists in simultaneously applying a diffusion denoising step to any number of input views of a scene, then combining the noise gradients obtained for each view with an (inferred) pixel-weighting mask, ensuring that for each region of the target view only the most informative input views are taken into account. Our approach resolves several limitations of previous approaches by (1) being trainable and generalizing across multiple scenes and object classes, (2) adaptively taking in a variable number of pose-free views at both train and test time, (3) generating plausible views even in severely underdetermined conditions (thanks to its generative nature) -- all while generating views of quality on par or even better than comparable methods. Limitations include not generating a 3D embedding of the scene, resulting in a relatively slow inference speed, and our method only being tested on the relatively small Neural 3D Mesh Renderer dataset. Code is available at https://github.com/bronemos/view-fusion.
comment: Version accepted to TMLR
Deblur 2
☆ Video Deblurring with Deconvolution and Aggregation Networks
In contrast to single-image deblurring, video deblurring has the advantage that neighbor frames can be utilized to deblur a target frame. However, existing video deblurring algorithms often fail to properly employ the neighbor frames, resulting in sub-optimal performance. In this paper, we propose a deconvolution and aggregation network (DAN) for video deblurring that utilizes the information of neighbor frames well. In DAN, both deconvolution and aggregation strategies are achieved through three sub-networks: the preprocessing network (PPN) and the alignment-based deconvolution network (ABDN) for the deconvolution scheme; the frame aggregation network (FAN) for the aggregation scheme. In the deconvolution part, blurry inputs are first preprocessed by the PPN with non-local operations. Then, the output frames from the PPN are deblurred by the ABDN based on the frame alignment. In the FAN, these deblurred frames from the deconvolution part are combined into a latent frame according to reliability maps which infer pixel-wise sharpness. The proper combination of three sub-networks can achieve favorable performance on video deblurring by using the neighbor frames suitably. In experiments, the proposed DAN was demonstrated to be superior to existing state-of-the-art methods through both quantitative and qualitative evaluations on the public datasets.
☆ Joint Video Enhancement with Deblurring, Super-Resolution, and Frame Interpolation Network
Video quality is often severely degraded by multiple factors rather than a single factor. These low-quality videos can be restored to high-quality videos by sequentially performing appropriate video enhancement techniques. However, the sequential approach was inefficient and sub-optimal because most video enhancement approaches were designed without taking into account that multiple factors together degrade video quality. In this paper, we propose a new joint video enhancement method that mitigates multiple degradation factors simultaneously by resolving an integrated enhancement problem. Our proposed network, named DSFN, directly produces a high-resolution, high-frame-rate, and clear video from a low-resolution, low-frame-rate, and blurry video. In the DSFN, low-resolution and blurry input frames are enhanced by a joint deblurring and super-resolution (JDSR) module. Meanwhile, intermediate frames between input adjacent frames are interpolated by a triple-frame-based frame interpolation (TFBFI) module. The proper combination of the proposed modules of DSFN can achieve superior performance on the joint video enhancement task. Experimental results show that the proposed method outperforms other sequential state-of-the-art techniques on public datasets with a smaller network size and faster processing time.
SDF 1
☆ MIND: Material Interface Generation from UDFs for Non-Manifold Surface Reconstruction
Unsigned distance fields (UDFs) are widely used in 3D deep learning due to their ability to represent shapes with arbitrary topology. While prior work has largely focused on learning UDFs from point clouds or multi-view images, extracting meshes from UDFs remains challenging, as the learned fields rarely attain exact zero distances. A common workaround is to reconstruct signed distance fields (SDFs) locally from UDFs to enable surface extraction via Marching Cubes. However, this often introduces topological artifacts such as holes or spurious components. Moreover, local SDFs are inherently incapable of representing non-manifold geometry, leading to complete failure in such cases. To address this gap, we propose MIND (Material Interface from Non-manifold Distance fields), a novel algorithm for generating material interfaces directly from UDFs, enabling non-manifold mesh extraction from a global perspective. The core of our method lies in deriving a meaningful spatial partitioning from the UDF, where the target surface emerges as the interface between distinct regions. We begin by computing a two-signed local field to distinguish the two sides of manifold patches, and then extend this to a multi-labeled global field capable of separating all sides of a non-manifold structure. By combining this multi-labeled field with the input UDF, we construct material interfaces that support non-manifold mesh extraction via a multi-labeled Marching Cubes algorithm. Extensive experiments on UDFs generated from diverse data sources, including point cloud reconstruction, multi-view reconstruction, and medial axis transforms, demonstrate that our approach robustly handles complex non-manifold surfaces and significantly outperforms existing methods.
NeRF 1
♻ ☆ MoBluRF: Motion Deblurring Neural Radiance Fields for Blurry Monocular Video
Neural Radiance Fields (NeRF), initially developed for static scenes, have inspired many video novel view synthesis techniques. However, the challenge for video view synthesis arises from motion blur, a consequence of object or camera movements during exposure, which hinders the precise synthesis of sharp spatio-temporal views. In response, we propose a novel motion deblurring NeRF framework for blurry monocular video, called MoBluRF, consisting of a Base Ray Initialization (BRI) stage and a Motion Decomposition-based Deblurring (MDD) stage. In the BRI stage, we coarsely reconstruct dynamic 3D scenes and jointly initialize the base rays which are further used to predict latent sharp rays, using the inaccurate camera pose information from the given blurry frames. In the MDD stage, we introduce a novel Incremental Latent Sharp-rays Prediction (ILSP) approach for the blurry monocular video frames by decomposing the latent sharp rays into global camera motion and local object motion components. We further propose two loss functions for effective geometry regularization and decomposition of static and dynamic scene components without any mask supervision. Experiments show that MoBluRF outperforms qualitatively and quantitatively the recent state-of-the-art methods with large margins.
comment: Accepted to IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI), 2025. The first two authors contributed equally to this work (equal contribution). The last two authors are co-corresponding authors. Please visit our project page at https://kaist-viclab.github.io/moblurf-site/
HDR 1
☆ IllumiCraft: Unified Geometry and Illumination Diffusion for Controllable Video Generation
Although diffusion-based models can generate high-quality and high-resolution video sequences from textual or image inputs, they lack explicit integration of geometric cues when controlling scene lighting and visual appearance across frames. To address this limitation, we propose IllumiCraft, an end-to-end diffusion framework accepting three complementary inputs: (1) high-dynamic-range (HDR) video maps for detailed lighting control; (2) synthetically relit frames with randomized illumination changes (optionally paired with a static background reference image) to provide appearance cues; and (3) 3D point tracks that capture precise 3D geometry information. By integrating the lighting, appearance, and geometry cues within a unified diffusion architecture, IllumiCraft generates temporally coherent videos aligned with user-defined prompts. It supports background-conditioned and text-conditioned video relighting and provides better fidelity than existing controllable video generation methods. Project Page: https://yuanze-lin.me/IllumiCraft_page
comment: Tech Report
Deblur 3
☆ ControlMambaIR: Conditional Controls with State-Space Model for Image Restoration
This paper proposes ControlMambaIR, a novel image restoration method designed to address perceptual challenges in image deraining, deblurring, and denoising tasks. By integrating the Mamba network architecture with the diffusion model, the condition network achieves refined conditional control, thereby enhancing the control and optimization of the image generation process. To evaluate the robustness and generalization capability of our method across various image degradation conditions, extensive experiments were conducted on several benchmark datasets, including Rain100H, Rain100L, GoPro, and SSID. The results demonstrate that our proposed approach consistently surpasses existing methods in perceptual quality metrics, such as LPIPS and FID, while maintaining comparable performance in image distortion metrics, including PSNR and SSIM, highlighting its effectiveness and adaptability. Notably, ablation experiments reveal that directly noise prediction in the diffusion process achieves better performance, effectively balancing noise suppression and detail preservation. Furthermore, the findings indicate that the Mamba architecture is particularly well-suited as a conditional control network for diffusion models, outperforming both CNN- and Attention-based approaches in this context. Overall, these results highlight the flexibility and effectiveness of ControlMambaIR in addressing a range of image restoration perceptual challenges.
♻ ☆ MoBluRF: Motion Deblurring Neural Radiance Fields for Blurry Monocular Video
Neural Radiance Fields (NeRF), initially developed for static scenes, have inspired many video novel view synthesis techniques. However, the challenge for video view synthesis arises from motion blur, a consequence of object or camera movements during exposure, which hinders the precise synthesis of sharp spatio-temporal views. In response, we propose a novel motion deblurring NeRF framework for blurry monocular video, called MoBluRF, consisting of a Base Ray Initialization (BRI) stage and a Motion Decomposition-based Deblurring (MDD) stage. In the BRI stage, we coarsely reconstruct dynamic 3D scenes and jointly initialize the base rays which are further used to predict latent sharp rays, using the inaccurate camera pose information from the given blurry frames. In the MDD stage, we introduce a novel Incremental Latent Sharp-rays Prediction (ILSP) approach for the blurry monocular video frames by decomposing the latent sharp rays into global camera motion and local object motion components. We further propose two loss functions for effective geometry regularization and decomposition of static and dynamic scene components without any mask supervision. Experiments show that MoBluRF outperforms qualitatively and quantitatively the recent state-of-the-art methods with large margins.
comment: Accepted to IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI), 2025. The first two authors contributed equally to this work (equal contribution). The last two authors are co-corresponding authors. Please visit our project page at https://kaist-viclab.github.io/moblurf-site/
♻ ☆ Efficient RAW Image Deblurring with Adaptive Frequency Modulation
Image deblurring plays a crucial role in enhancing visual clarity across various applications. Although most deep learning approaches primarily focus on sRGB images, which inherently lose critical information during the image signal processing pipeline, RAW images, being unprocessed and linear, possess superior restoration potential but remain underexplored. Deblurring RAW images presents unique challenges, particularly in handling frequency-dependent blur while maintaining computational efficiency. To address these issues, we propose Frequency Enhanced Network (FrENet), a framework specifically designed for RAW-to-RAW deblurring that operates directly in the frequency domain. We introduce a novel Adaptive Frequency Positional Modulation module, which dynamically adjusts frequency components according to their spectral positions, thereby enabling precise control over the deblurring process. Additionally, frequency domain skip connections are adopted to further preserve high-frequency details. Experimental results demonstrate that FrENet surpasses state-of-the-art deblurring methods in RAW image deblurring, achieving significantly better restoration quality while maintaining high efficiency in terms of reduced MACs. Furthermore, FrENet's adaptability enables it to be extended to sRGB images, where it delivers comparable or superior performance compared to methods specifically designed for sRGB data. The code will be available at https://github.com/WenlongJiao/FrENet .
comment: The code will be available at https://github.com/WenlongJiao/FrENet
SDF 1
♻ ☆ Monge-Ampere Regularization for Learning Arbitrary Shapes from Point Clouds
As commonly used implicit geometry representations, the signed distance function (SDF) is limited to modeling watertight shapes, while the unsigned distance function (UDF) is capable of representing various surfaces. However, its inherent theoretical shortcoming, i.e., the non-differentiability at the zero level set, would result in sub-optimal reconstruction quality. In this paper, we propose the scaled-squared distance function (S$^{2}$DF), a novel implicit surface representation for modeling arbitrary surface types. S$^{2}$DF does not distinguish between inside and outside regions while effectively addressing the non-differentiability issue of UDF at the zero level set. We demonstrate that S$^{2}$DF satisfies a second-order partial differential equation of Monge-Ampere-type, allowing us to develop a learning pipeline that leverages a novel Monge-Ampere regularization to directly learn S$^{2}$DF from raw unoriented point clouds without supervision from ground-truth S$^{2}$DF values. Extensive experiments across multiple datasets show that our method significantly outperforms state-of-the-art supervised approaches that require ground-truth surface information as supervision for training. The source code is available at https://github.com/chuanxiang-yang/S2DF.
comment: Accepted by IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI), Project Page: https://chuanxiang-yang.github.io/S2DF/, Code: https://github.com/chuanxiang-yang/S2DF
NeRF 2
♻ ☆ SeaSplat: Representing Underwater Scenes with 3D Gaussian Splatting and a Physically Grounded Image Formation Model ICRA 2025
We introduce SeaSplat, a method to enable real-time rendering of underwater scenes leveraging recent advances in 3D radiance fields. Underwater scenes are challenging visual environments, as rendering through a medium such as water introduces both range and color dependent effects on image capture. We constrain 3D Gaussian Splatting (3DGS), a recent advance in radiance fields enabling rapid training and real-time rendering of full 3D scenes, with a physically grounded underwater image formation model. Applying SeaSplat to the real-world scenes from SeaThru-NeRF dataset, a scene collected by an underwater vehicle in the US Virgin Islands, and simulation-degraded real-world scenes, not only do we see increased quantitative performance on rendering novel viewpoints from the scene with the medium present, but are also able to recover the underlying true color of the scene and restore renders to be without the presence of the intervening medium. We show that the underwater image formation helps learn scene structure, with better depth maps, as well as show that our improvements maintain the significant computational improvements afforded by leveraging a 3D Gaussian representation.
comment: ICRA 2025. Project page here: https://seasplat.github.io
♻ ☆ A Survey of 3D Reconstruction with Event Cameras
Event cameras are rapidly emerging as powerful vision sensors for 3D reconstruction, uniquely capable of asynchronously capturing per-pixel brightness changes. Compared to traditional frame-based cameras, event cameras produce sparse yet temporally dense data streams, enabling robust and accurate 3D reconstruction even under challenging conditions such as high-speed motion, low illumination, and extreme dynamic range scenarios. These capabilities offer substantial promise for transformative applications across various fields, including autonomous driving, robotics, aerial navigation, and immersive virtual reality. In this survey, we present the first comprehensive review exclusively dedicated to event-based 3D reconstruction. Existing approaches are systematically categorised based on input modality into stereo, monocular, and multimodal systems, and further classified according to reconstruction methodologies, including geometry-based techniques, deep learning approaches, and neural rendering techniques such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). Within each category, methods are chronologically organised to highlight the evolution of key concepts and advancements. Furthermore, we provide a detailed summary of publicly available datasets specifically suited to event-based reconstruction tasks. Finally, we discuss significant open challenges in dataset availability, standardised evaluation, effective representation, and dynamic scene reconstruction, outlining insightful directions for future research. This survey aims to serve as an essential reference and provides a clear and motivating roadmap toward advancing the state of the art in event-driven 3D reconstruction.
comment: 24 pages, 16 figures, 11 tables
Deblur 1
♻ ☆ Enhancing Sample Generation of Diffusion Models using Noise Level Correction
The denoising process of diffusion models can be interpreted as an approximate projection of noisy samples onto the data manifold. Moreover, the noise level in these samples approximates their distance to the underlying manifold. Building on this insight, we propose a novel method to enhance sample generation by aligning the estimated noise level with the true distance of noisy samples to the manifold. Specifically, we introduce a noise level correction network, leveraging a pre-trained denoising network, to refine noise level estimates during the denoising process. Additionally, we extend this approach to various image restoration tasks by integrating task-specific constraints, including inpainting, deblurring, super-resolution, colorization, and compressed sensing. Experimental results demonstrate that our method significantly improves sample quality in both unconstrained and constrained generation scenarios. Notably, the proposed noise level correction framework is compatible with existing denoising schedulers (e.g., DDIM), offering additional performance improvements.
SDF 1
☆ UNSURF: Uncertainty Quantification for Cortical Surface Reconstruction of Clinical Brain MRIs MICCAI 2025
We propose UNSURF, a novel uncertainty measure for cortical surface reconstruction of clinical brain MRI scans of any orientation, resolution, and contrast. It relies on the discrepancy between predicted voxel-wise signed distance functions (SDFs) and the actual SDFs of the fitted surfaces. Our experiments on real clinical scans show that traditional uncertainty measures, such as voxel-wise Monte Carlo variance, are not suitable for modeling the uncertainty of surface placement. Our results demonstrate that UNSURF estimates correlate well with the ground truth errors and: \textit{(i)}~enable effective automated quality control of surface reconstructions at the subject-, parcel-, mesh node-level; and \textit{(ii)}~improve performance on a downstream Alzheimer's disease classification task.
comment: Raghav Mehta and Karthik Gopinath contributed equally. Ben Glocker and Juan Eugenio Iglesias contributed equally. Paper under review at MICCAI 2025
NeRF 1
♻ ☆ WaterSplatting: Fast Underwater 3D Scene Reconstruction Using Gaussian Splatting
The underwater 3D scene reconstruction is a challenging, yet interesting problem with applications ranging from naval robots to VR experiences. The problem was successfully tackled by fully volumetric NeRF-based methods which can model both the geometry and the medium (water). Unfortunately, these methods are slow to train and do not offer real-time rendering. More recently, 3D Gaussian Splatting (3DGS) method offered a fast alternative to NeRFs. However, because it is an explicit method that renders only the geometry, it cannot render the medium and is therefore unsuited for underwater reconstruction. Therefore, we propose a novel approach that fuses volumetric rendering with 3DGS to handle underwater data effectively. Our method employs 3DGS for explicit geometry representation and a separate volumetric field (queried once per pixel) for capturing the scattering medium. This dual representation further allows the restoration of the scenes by removing the scattering medium. Our method outperforms state-of-the-art NeRF-based methods in rendering quality on the underwater SeaThru-NeRF dataset. Furthermore, it does so while offering real-time rendering performance, addressing the efficiency limitations of existing methods. Web: https://water-splatting.github.io
comment: Web: https://water-splatting.github.io
IQA 1
☆ Latent Guidance in Diffusion Models for Perceptual Evaluations
Despite recent advancements in latent diffusion models that generate high-dimensional image data and perform various downstream tasks, there has been little exploration into perceptual consistency within these models on the task of No-Reference Image Quality Assessment (NR-IQA). In this paper, we hypothesize that latent diffusion models implicitly exhibit perceptually consistent local regions within the data manifold. We leverage this insight to guide on-manifold sampling using perceptual features and input measurements. Specifically, we propose Perceptual Manifold Guidance (PMG), an algorithm that utilizes pretrained latent diffusion models and perceptual quality features to obtain perceptually consistent multi-scale and multi-timestep feature maps from the denoising U-Net. We empirically demonstrate that these hyperfeatures exhibit high correlation with human perception in IQA tasks. Our method can be applied to any existing pretrained latent diffusion model and is straightforward to integrate. To the best of our knowledge, this paper is the first work on guiding diffusion model with perceptual features for NR-IQA. Extensive experiments on IQA datasets show that our method, LGDM, achieves state-of-the-art performance, underscoring the superior generalization capabilities of diffusion models for NR-IQA tasks.
comment: 24 Pages, 7 figures, 10 Tables
SDF 1
☆ Bridging 3D Anomaly Localization and Repair via High-Quality Continuous Geometric Representation
3D point cloud anomaly detection is essential for robust vision systems but is challenged by pose variations and complex geometric anomalies. Existing patch-based methods often suffer from geometric fidelity issues due to discrete voxelization or projection-based representations, limiting fine-grained anomaly localization. We introduce Pose-Aware Signed Distance Field (PASDF), a novel framework that integrates 3D anomaly detection and repair by learning a continuous, pose-invariant shape representation. PASDF leverages a Pose Alignment Module for canonicalization and a SDF Network to dynamically incorporate pose, enabling implicit learning of high-fidelity anomaly repair templates from the continuous SDF. This facilitates precise pixel-level anomaly localization through an Anomaly-Aware Scoring Module. Crucially, the continuous 3D representation in PASDF extends beyond detection, facilitating in-situ anomaly repair. Experiments on Real3D-AD and Anomaly-ShapeNet demonstrate state-of-the-art performance, achieving high object-level AUROC scores of 80.2% and 90.0%, respectively. These results highlight the effectiveness of continuous geometric representations in advancing 3D anomaly detection and facilitating practical anomaly region repair. The code is available at https://github.com/ZZZBBBZZZ/PASDF to support further research.
NeRF 1
♻ ☆ ErpGS: Equirectangular Image Rendering enhanced with 3D Gaussian Regularization ICIP2025
The use of multi-view images acquired by a 360-degree camera can reconstruct a 3D space with a wide area. There are 3D reconstruction methods from equirectangular images based on NeRF and 3DGS, as well as Novel View Synthesis (NVS) methods. On the other hand, it is necessary to overcome the large distortion caused by the projection model of a 360-degree camera when equirectangular images are used. In 3DGS-based methods, the large distortion of the 360-degree camera model generates extremely large 3D Gaussians, resulting in poor rendering accuracy. We propose ErpGS, which is Omnidirectional GS based on 3DGS to realize NVS addressing the problems. ErpGS introduce some rendering accuracy improvement techniques: geometric regularization, scale regularization, and distortion-aware weights and a mask to suppress the effects of obstacles in equirectangular images. Through experiments on public datasets, we demonstrate that ErpGS can render novel view images more accurately than conventional methods.
comment: Accepted to ICIP2025. Project page: https://gsisaoki.github.io/ERPGS/
Deblur 1
♻ ☆ Unpaired Deblurring via Decoupled Diffusion Model
Generative diffusion models trained on large-scale datasets have achieved remarkable progress in image synthesis. In favor of their ability to supplement missing details and generate aesthetically pleasing contents, recent works have applied them to image deblurring via training an adapter on blurry-sharp image pairs to provide structural conditions for restoration. However, acquiring substantial amounts of realistic paired data is challenging and costly in real-world scenarios. On the other hand, relying solely on synthetic data often results in overfitting, leading to unsatisfactory performance when confronted with unseen blur patterns. To tackle this issue, we propose UID-Diff, a generative-diffusion-based model designed to enhance deblurring performance on unknown domains by decoupling structural features and blur patterns through joint training on three specially designed tasks. We employ two Q-Formers as structural features and blur patterns extractors separately. The features extracted by them will be used for the supervised deblurring task on synthetic data and the unsupervised blur-transfer task by leveraging unpaired blurred images from the target domain simultaneously. We further introduce a reconstruction task to make the structural features and blur patterns complementary. This blur-decoupled learning process enhances the generalization capabilities of UID-Diff when encountering unknown blur patterns. Experiments on real-world datasets demonstrate that UID-Diff outperforms existing state-of-the-art methods in blur removal and structural preservation in various challenging scenarios.
comment: We propose UID-Diff to integrate generative diffusion model into unpaired deblurring tasks
SDF 1
♻ ☆ Surf2CT: Cascaded 3D Flow Matching Models for Torso 3D CT Synthesis from Skin Surface
We present Surf2CT, a novel cascaded flow matching framework that synthesizes full 3D computed tomography (CT) volumes of the human torso from external surface scans and simple demographic data (age, sex, height, weight). This is the first approach capable of generating realistic volumetric internal anatomy images solely based on external body shape and demographics, without any internal imaging. Surf2CT proceeds through three sequential stages: (1) Surface Completion, reconstructing a complete signed distance function (SDF) from partial torso scans using conditional 3D flow matching; (2) Coarse CT Synthesis, generating a low-resolution CT volume from the completed SDF and demographic information; and (3) CT Super-Resolution, refining the coarse volume into a high-resolution CT via a patch-wise conditional flow model. Each stage utilizes a 3D-adapted EDM2 backbone trained via flow matching. We trained our model on a combined dataset of 3,198 torso CT scans (approximately 1.13 million axial slices) sourced from Massachusetts General Hospital (MGH) and the AutoPET challenge. Evaluation on 700 paired torso surface-CT cases demonstrated strong anatomical fidelity: organ volumes exhibited small mean percentage differences (range from -11.1% to 4.4%), and muscle/fat body composition metrics matched ground truth with strong correlation (range from 0.67 to 0.96). Lung localization had minimal bias (mean difference -2.5 mm), and surface completion significantly improved metrics (Chamfer distance: from 521.8 mm to 2.7 mm; Intersection-over-Union: from 0.87 to 0.98). Surf2CT establishes a new paradigm for non-invasive internal anatomical imaging using only external data, opening opportunities for home-based healthcare, preventive medicine, and personalized clinical assessments without the risks associated with conventional imaging techniques.
comment: Neurips 2025 submitted
NeRF 2
☆ LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering
In this work, we present a novel level-of-detail (LOD) method for 3D Gaussian Splatting that enables real-time rendering of large-scale scenes on memory-constrained devices. Our approach introduces a hierarchical LOD representation that iteratively selects optimal subsets of Gaussians based on camera distance, thus largely reducing both rendering time and GPU memory usage. We construct each LOD level by applying a depth-aware 3D smoothing filter, followed by importance-based pruning and fine-tuning to maintain visual fidelity. To further reduce memory overhead, we partition the scene into spatial chunks and dynamically load only relevant Gaussians during rendering, employing an opacity-blending mechanism to avoid visual artifacts at chunk boundaries. Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets, delivering high-quality renderings with reduced latency and memory requirements.
comment: Web: https://lodge-gs.github.io/
♻ ☆ Weight Space Representation Learning on Diverse NeRF Architectures
Neural Radiance Fields (NeRFs) have emerged as a groundbreaking paradigm for representing 3D objects and scenes by encoding shape and appearance information into the weights of a neural network. Recent studies have demonstrated that these weights can be used as input for frameworks designed to address deep learning tasks; however, such frameworks require NeRFs to adhere to a specific, predefined architecture. In this paper, we introduce the first framework capable of processing NeRFs with diverse architectures and performing inference on architectures unseen at training time. We achieve this by training a Graph Meta-Network within an unsupervised representation learning framework, and show that a contrastive objective is conducive to obtaining an architecture-agnostic latent space. In experiments conducted across 13 NeRF architectures belonging to three families (MLPs, tri-planes, and, for the first time, hash tables), our approach demonstrates robust performance in classification and retrieval tasks involving multiple architectures, even unseen at training time, while also exceeding the results of existing frameworks limited to single architectures.
comment: v2: added third NeRF architecture. Under review
HDR 1
☆ iHDR: Iterative HDR Imaging with Arbitrary Number of Exposures ICIP 2025
High dynamic range (HDR) imaging aims to obtain a high-quality HDR image by fusing information from multiple low dynamic range (LDR) images. Numerous learning-based HDR imaging methods have been proposed to achieve this for static and dynamic scenes. However, their architectures are mostly tailored for a fixed number (e.g., three) of inputs and, therefore, cannot apply directly to situations beyond the pre-defined limited scope. To address this issue, we propose a novel framework, iHDR, for iterative fusion, which comprises a ghost-free Dual-input HDR fusion network (DiHDR) and a physics-based domain mapping network (ToneNet). DiHDR leverages a pair of inputs to estimate an intermediate HDR image, while ToneNet maps it back to the nonlinear domain and serves as the reference input for the next pairwise fusion. This process is iteratively executed until all input frames are utilized. Qualitative and quantitative experiments demonstrate the effectiveness of the proposed method as compared to existing state-of-the-art HDR deghosting approaches given flexible numbers of input frames.
comment: To be appear in IEEE ICIP 2025
IQA 2
☆ DGIQA: Depth-guided Feature Attention and Refinement for Generalizable Image Quality Assessment
A long-held challenge in no-reference image quality assessment (NR-IQA) learning from human subjective perception is the lack of objective generalization to unseen natural distortions. To address this, we integrate a novel Depth-Guided cross-attention and refinement (Depth-CAR) mechanism, which distills scene depth and spatial features into a structure-aware representation for improved NR-IQA. This brings in the knowledge of object saliency and relative contrast of the scene for more discriminative feature learning. Additionally, we introduce the idea of TCB (Transformer-CNN Bridge) to fuse high-level global contextual dependencies from a transformer backbone with local spatial features captured by a set of hierarchical CNN (convolutional neural network) layers. We implement TCB and Depth-CAR as multimodal attention-based projection functions to select the most informative features, which also improve training time and inference efficiency. Experimental results demonstrate that our proposed DGIQA model achieves state-of-the-art (SOTA) performance on both synthetic and authentic benchmark datasets. More importantly, DGIQA outperforms SOTA models on cross-dataset evaluations as well as in assessing natural image distortions such as low-light effects, hazy conditions, and lens flares.
comment: 18 pages
♻ ☆ QMamba: On First Exploration of Vision Mamba for Image Quality Assessment ICML 2025
In this work, we take the first exploration of the recently popular foundation model, i.e., State Space Model/Mamba, in image quality assessment (IQA), aiming at observing and excavating the perception potential in vision Mamba. A series of works on Mamba has shown its significant potential in various fields, e.g., segmentation and classification. However, the perception capability of Mamba remains under-explored. Consequently, we propose QMamba by revisiting and adapting the Mamba model for three crucial IQA tasks, i.e., task-specific, universal, and transferable IQA, which reveals its clear advantages over existing foundational models, e.g., Swin Transformer, ViT, and CNNs, in terms of perception and computational cost. To improve the transferability of QMamba, we propose the StylePrompt tuning paradigm, where lightweight mean and variance prompts are injected to assist task-adaptive transfer learning of pre-trained QMamba for different downstream IQA tasks. Compared with existing prompt tuning strategies, our StylePrompt enables better perceptual transfer with lower computational cost. Extensive experiments on multiple synthetic, authentic IQA datasets, and cross IQA datasets demonstrate the effectiveness of our proposed QMamba. The code will be available at: https://github.com/bingo-G/QMamba.git
comment: Accepted by ICML 2025
Deblur 1
☆ URWKV: Unified RWKV Model with Multi-state Perspective for Low-light Image Restoration CVPR 2025
Existing low-light image enhancement (LLIE) and joint LLIE and deblurring (LLIE-deblur) models have made strides in addressing predefined degradations, yet they are often constrained by dynamically coupled degradations. To address these challenges, we introduce a Unified Receptance Weighted Key Value (URWKV) model with multi-state perspective, enabling flexible and effective degradation restoration for low-light images. Specifically, we customize the core URWKV block to perceive and analyze complex degradations by leveraging multiple intra- and inter-stage states. First, inspired by the pupil mechanism in the human visual system, we propose Luminance-adaptive Normalization (LAN) that adjusts normalization parameters based on rich inter-stage states, allowing for adaptive, scene-aware luminance modulation. Second, we aggregate multiple intra-stage states through exponential moving average approach, effectively capturing subtle variations while mitigating information loss inherent in the single-state mechanism. To reduce the degradation effects commonly associated with conventional skip connections, we propose the State-aware Selective Fusion (SSF) module, which dynamically aligns and integrates multi-state features across encoder stages, selectively fusing contextual information. In comparison to state-of-the-art models, our URWKV model achieves superior performance on various benchmarks, while requiring significantly fewer parameters and computational resources.
comment: This paper has been accepted to CVPR 2025
NeRF 3
☆ Can NeRFs See without Cameras?
Neural Radiance Fields (NeRFs) have been remarkably successful at synthesizing novel views of 3D scenes by optimizing a volumetric scene function. This scene function models how optical rays bring color information from a 3D object to the camera pixels. Radio frequency (RF) or audio signals can also be viewed as a vehicle for delivering information about the environment to a sensor. However, unlike camera pixels, an RF/audio sensor receives a mixture of signals that contain many environmental reflections (also called "multipath"). Is it still possible to infer the environment using such multipath signals? We show that with redesign, NeRFs can be taught to learn from multipath signals, and thereby "see" the environment. As a grounding application, we aim to infer the indoor floorplan of a home from sparse WiFi measurements made at multiple locations inside the home. Although a difficult inverse problem, our implicitly learnt floorplans look promising, and enables forward applications, such as indoor signal prediction and basic ray tracing.
☆ Learning Fine-Grained Geometry for Sparse-View Splatting via Cascade Depth Loss
Novel view synthesis is a fundamental task in 3D computer vision that aims to reconstruct realistic images from a set of posed input views. However, reconstruction quality degrades significantly under sparse-view conditions due to limited geometric cues. Existing methods, such as Neural Radiance Fields (NeRF) and the more recent 3D Gaussian Splatting (3DGS), often suffer from blurred details and structural artifacts when trained with insufficient views. Recent works have identified the quality of rendered depth as a key factor in mitigating these artifacts, as it directly affects geometric accuracy and view consistency. In this paper, we address these challenges by introducing Hierarchical Depth-Guided Splatting (HDGS), a depth supervision framework that progressively refines geometry from coarse to fine levels. Central to HDGS is a novel Cascade Pearson Correlation Loss (CPCL), which aligns rendered and estimated monocular depths across multiple spatial scales. By enforcing multi-scale depth consistency, our method substantially improves structural fidelity in sparse-view scenarios. Extensive experiments on the LLFF and DTU benchmarks demonstrate that HDGS achieves state-of-the-art performance under sparse-view settings while maintaining efficient and high-quality rendering
☆ Hyperspectral Gaussian Splatting
Hyperspectral imaging (HSI) has been widely used in agricultural applications for non-destructive estimation of plant nutrient composition and precise determination of nutritional elements in samples. Recently, 3D reconstruction methods have been used to create implicit neural representations of HSI scenes, which can help localize the target object's nutrient composition spatially and spectrally. Neural Radiance Field (NeRF) is a cutting-edge implicit representation that can render hyperspectral channel compositions of each spatial location from any viewing direction. However, it faces limitations in training time and rendering speed. In this paper, we propose Hyperspectral Gaussian Splatting (HS-GS), which combines the state-of-the-art 3D Gaussian Splatting (3DGS) with a diffusion model to enable 3D explicit reconstruction of the hyperspectral scenes and novel view synthesis for the entire spectral range. To enhance the model's ability to capture fine-grained reflectance variations across the light spectrum and leverage correlations between adjacent wavelengths for denoising, we introduce a wavelength encoder to generate wavelength-specific spherical harmonics offsets. We also introduce a novel Kullback--Leibler divergence-based loss to mitigate the spectral distribution gap between the rendered image and the ground truth. A diffusion model is further applied for denoising the rendered images and generating photorealistic hyperspectral images. We present extensive evaluations on five diverse hyperspectral scenes from the Hyper-NeRF dataset to show the effectiveness of our proposed HS-GS framework. The results demonstrate that HS-GS achieves new state-of-the-art performance among all previously published methods. Code will be released upon publication.
Deblur 2
☆ Plug-and-Play Posterior Sampling for Blind Inverse Problems
We introduce Blind Plug-and-Play Diffusion Models (Blind-PnPDM) as a novel framework for solving blind inverse problems where both the target image and the measurement operator are unknown. Unlike conventional methods that rely on explicit priors or separate parameter estimation, our approach performs posterior sampling by recasting the problem into an alternating Gaussian denoising scheme. We leverage two diffusion models as learned priors: one to capture the distribution of the target image and another to characterize the parameters of the measurement operator. This PnP integration of diffusion models ensures flexibility and ease of adaptation. Our experiments on blind image deblurring show that Blind-PnPDM outperforms state-of-the-art methods in terms of both quantitative metrics and visual fidelity. Our results highlight the effectiveness of treating blind inverse problems as a sequence of denoising subproblems while harnessing the expressive power of diffusion-based priors.
comment: arXiv admin note: text overlap with arXiv:2305.12672
☆ Real-Time Blind Defocus Deblurring for Earth Observation: The IMAGIN-e Mission Approach
This work addresses mechanical defocus in Earth observation images from the IMAGIN-e mission aboard the ISS, proposing a blind deblurring approach adapted to space-based edge computing constraints. Leveraging Sentinel-2 data, our method estimates the defocus kernel and trains a restoration model within a GAN framework, effectively operating without reference images. On Sentinel-2 images with synthetic degradation, SSIM improved by 72.47% and PSNR by 25.00%, confirming the model's ability to recover lost details when the original clean image is known. On IMAGIN-e, where no reference images exist, perceptual quality metrics indicate a substantial enhancement, with NIQE improving by 60.66% and BRISQUE by 48.38%, validating real-world onboard restoration. The approach is currently deployed aboard the IMAGIN-e mission, demonstrating its practical application in an operational space environment. By efficiently handling high-resolution images under edge computing constraints, the method enables applications such as water body segmentation and contour detection while maintaining processing viability despite resource limitations.