wenxun-private-arxiv
Mesh 3
☆ PICO: Reconstructing 3D People In Contact with Objects CVPR'25
Recovering 3D Human-Object Interaction (HOI) from single color images is challenging due to depth ambiguities, occlusions, and the huge variation in object shape and appearance. Thus, past work requires controlled settings such as known object shapes and contacts, and tackles only limited object classes. Instead, we need methods that generalize to natural images and novel object classes. We tackle this in two main ways: (1) We collect PICO-db, a new dataset of natural images uniquely paired with dense 3D contact on both body and object meshes. To this end, we use images from the recent DAMON dataset that are paired with contacts, but these contacts are only annotated on a canonical 3D body. In contrast, we seek contact labels on both the body and the object. To infer these given an image, we retrieve an appropriate 3D object mesh from a database by leveraging vision foundation models. Then, we project DAMON's body contact patches onto the object via a novel method needing only 2 clicks per patch. This minimal human input establishes rich contact correspondences between bodies and objects. (2) We exploit our new dataset of contact correspondences in a novel render-and-compare fitting method, called PICO-fit, to recover 3D body and object meshes in interaction. PICO-fit infers contact for the SMPL-X body, retrieves a likely 3D object mesh and contact from PICO-db for that object, and uses the contact to iteratively fit the 3D body and object meshes to image evidence via optimization. Uniquely, PICO-fit works well for many object categories that no existing method can tackle. This is crucial to enable HOI understanding to scale in the wild. Our data and code are available at https://pico.is.tue.mpg.de.
comment: Accepted in CVPR'25. Project Page: https://pico.is.tue.mpg.de
☆ DiMeR: Disentangled Mesh Reconstruction Model
With the advent of large-scale 3D datasets, feed-forward 3D generative models, such as the Large Reconstruction Model (LRM), have gained significant attention and achieved remarkable success. However, we observe that RGB images often lead to conflicting training objectives and lack the necessary clarity for geometry reconstruction. In this paper, we revisit the inductive biases associated with mesh reconstruction and introduce DiMeR, a novel disentangled dual-stream feed-forward model for sparse-view mesh reconstruction. The key idea is to disentangle both the input and framework into geometry and texture parts, thereby reducing the training difficulty for each part according to the Principle of Occam's Razor. Given that normal maps are strictly consistent with geometry and accurately capture surface variations, we utilize normal maps as exclusive input for the geometry branch to reduce the complexity between the network's input and output. Moreover, we improve the mesh extraction algorithm to introduce 3D ground truth supervision. As for texture branch, we use RGB images as input to obtain the textured mesh. Overall, DiMeR demonstrates robust capabilities across various tasks, including sparse-view reconstruction, single-image-to-3D, and text-to-3D. Numerous experiments show that DiMeR significantly outperforms previous methods, achieving over 30% improvement in Chamfer Distance on the GSO and OmniObject3D dataset.
comment: Project Page: https://lutao2021.github.io/DiMeR_page/
☆ 3DV-TON: Textured 3D-Guided Consistent Video Try-on via Diffusion Models 3DV
Video try-on replaces clothing in videos with target garments. Existing methods struggle to generate high-quality and temporally consistent results when handling complex clothing patterns and diverse body poses. We present 3DV-TON, a novel diffusion-based framework for generating high-fidelity and temporally consistent video try-on results. Our approach employs generated animatable textured 3D meshes as explicit frame-level guidance, alleviating the issue of models over-focusing on appearance fidelity at the expanse of motion coherence. This is achieved by enabling direct reference to consistent garment texture movements throughout video sequences. The proposed method features an adaptive pipeline for generating dynamic 3D guidance: (1) selecting a keyframe for initial 2D image try-on, followed by (2) reconstructing and animating a textured 3D mesh synchronized with original video poses. We further introduce a robust rectangular masking strategy that successfully mitigates artifact propagation caused by leaking clothing information during dynamic human and garment movements. To advance video try-on research, we introduce HR-VVT, a high-resolution benchmark dataset containing 130 videos with diverse clothing types and scenarios. Quantitative and qualitative results demonstrate our superior performance over existing methods. The project page is at this link https://2y7c3.github.io/3DV-TON/
comment: Project page: https://2y7c3.github.io/3DV-TON/
NeRF 1
☆ CasualHDRSplat: Robust High Dynamic Range 3D Gaussian Splatting from Casually Captured Videos
Recently, photo-realistic novel view synthesis from multi-view images, such as neural radiance field (NeRF) and 3D Gaussian Splatting (3DGS), have garnered widespread attention due to their superior performance. However, most works rely on low dynamic range (LDR) images, which limits the capturing of richer scene details. Some prior works have focused on high dynamic range (HDR) scene reconstruction, typically require capturing of multi-view sharp images with different exposure times at fixed camera positions during exposure times, which is time-consuming and challenging in practice. For a more flexible data acquisition, we propose a one-stage method: \textbf{CasualHDRSplat} to easily and robustly reconstruct the 3D HDR scene from casually captured videos with auto-exposure enabled, even in the presence of severe motion blur and varying unknown exposure time. \textbf{CasualHDRSplat} contains a unified differentiable physical imaging model which first applies continuous-time trajectory constraint to imaging process so that we can jointly optimize exposure time, camera response function (CRF), camera poses, and sharp 3D HDR scene. Extensive experiments demonstrate that our approach outperforms existing methods in terms of robustness and rendering quality. Our source code will be available at https://github.com/WU-CVGL/CasualHDRSplat
comment: Source Code: https://github.com/WU-CVGL/CasualHDRSplat
HDR 1
☆ CasualHDRSplat: Robust High Dynamic Range 3D Gaussian Splatting from Casually Captured Videos
Recently, photo-realistic novel view synthesis from multi-view images, such as neural radiance field (NeRF) and 3D Gaussian Splatting (3DGS), have garnered widespread attention due to their superior performance. However, most works rely on low dynamic range (LDR) images, which limits the capturing of richer scene details. Some prior works have focused on high dynamic range (HDR) scene reconstruction, typically require capturing of multi-view sharp images with different exposure times at fixed camera positions during exposure times, which is time-consuming and challenging in practice. For a more flexible data acquisition, we propose a one-stage method: \textbf{CasualHDRSplat} to easily and robustly reconstruct the 3D HDR scene from casually captured videos with auto-exposure enabled, even in the presence of severe motion blur and varying unknown exposure time. \textbf{CasualHDRSplat} contains a unified differentiable physical imaging model which first applies continuous-time trajectory constraint to imaging process so that we can jointly optimize exposure time, camera response function (CRF), camera poses, and sharp 3D HDR scene. Extensive experiments demonstrate that our approach outperforms existing methods in terms of robustness and rendering quality. Our source code will be available at https://github.com/WU-CVGL/CasualHDRSplat
comment: Source Code: https://github.com/WU-CVGL/CasualHDRSplat
IQA 1
☆ Scene Perceived Image Perceptual Score (SPIPS): combining global and local perception for image quality assessment
The rapid advancement of artificial intelligence and widespread use of smartphones have resulted in an exponential growth of image data, both real (camera-captured) and virtual (AI-generated). This surge underscores the critical need for robust image quality assessment (IQA) methods that accurately reflect human visual perception. Traditional IQA techniques primarily rely on spatial features - such as signal-to-noise ratio, local structural distortions, and texture inconsistencies - to identify artifacts. While effective for unprocessed or conventionally altered images, these methods fall short in the context of modern image post-processing powered by deep neural networks (DNNs). The rise of DNN-based models for image generation, enhancement, and restoration has significantly improved visual quality, yet made accurate assessment increasingly complex. To address this, we propose a novel IQA approach that bridges the gap between deep learning methods and human perception. Our model disentangles deep features into high-level semantic information and low-level perceptual details, treating each stream separately. These features are then combined with conventional IQA metrics to provide a more comprehensive evaluation framework. This hybrid design enables the model to assess both global context and intricate image details, better reflecting the human visual process, which first interprets overall structure before attending to fine-grained elements. The final stage employs a multilayer perceptron (MLP) to map the integrated features into a concise quality score. Experimental results demonstrate that our method achieves improved consistency with human perceptual judgments compared to existing IQA models.
NeRF 5
☆ Dual-Camera All-in-Focus Neural Radiance Fields
We present the first framework capable of synthesizing the all-in-focus neural radiance field (NeRF) from inputs without manual refocusing. Without refocusing, the camera will automatically focus on the fixed object for all views, and current NeRF methods typically using one camera fail due to the consistent defocus blur and a lack of sharp reference. To restore the all-in-focus NeRF, we introduce the dual-camera from smartphones, where the ultra-wide camera has a wider depth-of-field (DoF) and the main camera possesses a higher resolution. The dual camera pair saves the high-fidelity details from the main camera and uses the ultra-wide camera's deep DoF as reference for all-in-focus restoration. To this end, we first implement spatial warping and color matching to align the dual camera, followed by a defocus-aware fusion module with learnable defocus parameters to predict a defocus map and fuse the aligned camera pair. We also build a multi-view dataset that includes image pairs of the main and ultra-wide cameras in a smartphone. Extensive experiments on this dataset verify that our solution, termed DC-NeRF, can produce high-quality all-in-focus novel views and compares favorably against strong baselines quantitatively and qualitatively. We further show DoF applications of DC-NeRF with adjustable blur intensity and focal plane, including refocusing and split diopter.
comment: Published by IEEE TPAMI 2025
☆ Beyond Anonymization: Object Scrubbing for Privacy-Preserving 2D and 3D Vision Tasks ICCV 2025
We introduce ROAR (Robust Object Removal and Re-annotation), a scalable framework for privacy-preserving dataset obfuscation that eliminates sensitive objects instead of modifying them. Our method integrates instance segmentation with generative inpainting to remove identifiable entities while preserving scene integrity. Extensive evaluations on 2D COCO-based object detection show that ROAR achieves 87.5% of the baseline detection average precision (AP), whereas image dropping achieves only 74.2% of the baseline AP, highlighting the advantage of scrubbing in preserving dataset utility. The degradation is even more severe for small objects due to occlusion and loss of fine-grained details. Furthermore, in NeRF-based 3D reconstruction, our method incurs a PSNR loss of at most 1.66 dB while maintaining SSIM and improving LPIPS, demonstrating superior perceptual quality. Our findings establish object removal as an effective privacy framework, achieving strong privacy guarantees with minimal performance trade-offs. The results highlight key challenges in generative inpainting, occlusion-robust segmentation, and task-specific scrubbing, setting the foundation for future advancements in privacy-preserving vision systems.
comment: Submitted to ICCV 2025
☆ SaENeRF: Suppressing Artifacts in Event-based Neural Radiance Fields IJCNN 2025
Event cameras are neuromorphic vision sensors that asynchronously capture changes in logarithmic brightness changes, offering significant advantages such as low latency, low power consumption, low bandwidth, and high dynamic range. While these characteristics make them ideal for high-speed scenarios, reconstructing geometrically consistent and photometrically accurate 3D representations from event data remains fundamentally challenging. Current event-based Neural Radiance Fields (NeRF) methods partially address these challenges but suffer from persistent artifacts caused by aggressive network learning in early stages and the inherent noise of event cameras. To overcome these limitations, we present SaENeRF, a novel self-supervised framework that effectively suppresses artifacts and enables 3D-consistent, dense, and photorealistic NeRF reconstruction of static scenes solely from event streams. Our approach normalizes predicted radiance variations based on accumulated event polarities, facilitating progressive and rapid learning for scene representation construction. Additionally, we introduce regularization losses specifically designed to suppress artifacts in regions where photometric changes fall below the event threshold and simultaneously enhance the light intensity difference of non-zero events, thereby improving the visual fidelity of the reconstructed scene. Extensive qualitative and quantitative experiments demonstrate that our method significantly reduces artifacts and achieves superior reconstruction quality compared to existing methods. The code is available at https://github.com/Mr-firework/SaENeRF.
comment: Accepted by IJCNN 2025
♻ ☆ LinPrim: Linear Primitives for Differentiable Volumetric Rendering
Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we explore an alternative volumetric scene representation. More specifically, we introduce two new scene representations based on linear primitives - octahedra and tetrahedra - both of which define homogeneous volumes bounded by triangular faces. To optimize these primitives, we present a differentiable rasterizer that runs efficiently on GPUs, allowing end-to-end gradient-based optimization while maintaining real-time rendering capabilities. Through experiments on real-world datasets, we demonstrate comparable performance to state-of-the-art volumetric methods while requiring fewer primitives to achieve similar reconstruction fidelity. Our findings deepen the understanding of 3D representations by providing insights into the fidelity and performance characteristics of transparent polyhedra and suggest that adopting novel primitives can expand the available design space.
comment: Project page: https://nicolasvonluetzow.github.io/LinPrim - Project video: https://youtu.be/NRRlmFZj5KQ
♻ ☆ Luminance-GS: Adapting 3D Gaussian Splatting to Challenging Lighting Conditions with View-Adaptive Curve Adjustment CVPR 2025
Capturing high-quality photographs under diverse real-world lighting conditions is challenging, as both natural lighting (e.g., low-light) and camera exposure settings (e.g., exposure time) significantly impact image quality. This challenge becomes more pronounced in multi-view scenarios, where variations in lighting and image signal processor (ISP) settings across viewpoints introduce photometric inconsistencies. Such lighting degradations and view-dependent variations pose substantial challenges to novel view synthesis (NVS) frameworks based on Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS). To address this, we introduce Luminance-GS, a novel approach to achieving high-quality novel view synthesis results under diverse challenging lighting conditions using 3DGS. By adopting per-view color matrix mapping and view-adaptive curve adjustments, Luminance-GS achieves state-of-the-art (SOTA) results across various lighting conditions -- including low-light, overexposure, and varying exposure -- while not altering the original 3DGS explicit representation. Compared to previous NeRF- and 3DGS-based baselines, Luminance-GS provides real-time rendering speed with improved reconstruction quality.
comment: CVPR 2025, project page: https://cuiziteng.github.io/Luminance_GS_web/
HDR 2
☆ EHGCN: Hierarchical Euclidean-Hyperbolic Fusion via Motion-Aware GCN for Hybrid Event Stream Perception
Event cameras, with microsecond temporal resolution and high dynamic range (HDR) characteristics, emit high-speed event stream for perception tasks. Despite the recent advancement in GNN-based perception methods, they are prone to use straightforward pairwise connectivity mechanisms in the pure Euclidean space where they struggle to capture long-range dependencies and fail to effectively characterize the inherent hierarchical structures of non-uniformly distributed event stream. To this end, in this paper we propose a novel approach named EHGCN, which is a pioneer to perceive event stream in both Euclidean and hyperbolic spaces for event vision. In EHGCN, we introduce an adaptive sampling strategy to dynamically regulate sampling rates, retaining discriminative events while attenuating chaotic noise. Then we present a Markov Vector Field (MVF)-driven motion-aware hyperedge generation method based on motion state transition probabilities, thereby eliminating cross-target spurious associations and providing critically topological priors while capturing long-range dependencies between events. Finally, we propose a Euclidean-Hyperbolic GCN to fuse the information locally aggregated and globally hierarchically modeled in Euclidean and hyperbolic spaces, respectively, to achieve hybrid event perception. Experimental results on event perception tasks such as object detection and recognition validate the effectiveness of our approach.
♻ ☆ UltraFusion: Ultra High Dynamic Imaging using Exposure Fusion CVPR 2025
Capturing high dynamic range (HDR) scenes is one of the most important issues in camera design. Majority of cameras use exposure fusion, which fuses images captured by different exposure levels, to increase dynamic range. However, this approach can only handle images with limited exposure difference, normally 3-4 stops. When applying to very high dynamic range scenes where a large exposure difference is required, this approach often fails due to incorrect alignment or inconsistent lighting between inputs, or tone mapping artifacts. In this work, we propose \model, the first exposure fusion technique that can merge inputs with 9 stops differences. The key idea is that we model exposure fusion as a guided inpainting problem, where the under-exposed image is used as a guidance to fill the missing information of over-exposed highlights in the over-exposed region. Using an under-exposed image as a soft guidance, instead of a hard constraint, our model is robust to potential alignment issue or lighting variations. Moreover, by utilizing the image prior of the generative model, our model also generates natural tone mapping, even for very high-dynamic range scenes. Our approach outperforms HDR-Transformer on latest HDR benchmarks. Moreover, to test its performance in ultra high dynamic range scenes, we capture a new real-world exposure fusion benchmark, UltraFusion dataset, with exposure differences up to 9 stops, and experiments show that UltraFusion can generate beautiful and high-quality fusion results under various scenarios. Code and data will be available at https://openimaginglab.github.io/UltraFusion.
comment: Accepted by CVPR 2025. Project Page: https://openimaginglab.github.io/UltraFusion
SDF 1
♻ ☆ Normal-guided Detail-Preserving Neural Implicit Function for High-Fidelity 3D Surface Reconstruction SIGGRAPH
Neural implicit representations have emerged as a powerful paradigm for 3D reconstruction. However, despite their success, existing methods fail to capture fine geometric details and thin structures, especially in scenarios where only sparse multi-view RGB images of the objects of interest are available. This paper shows that training neural representations with first-order differential properties (surface normals) leads to highly accurate 3D surface reconstruction, even with as few as two RGB images. Using input RGB images, we compute approximate ground-truth surface normals from depth maps produced by an off-the-shelf monocular depth estimator. During training, we directly locate the surface point of the SDF network and supervise its normal with the one estimated from the depth map. Extensive experiments demonstrate that our method achieves state-of-the-art reconstruction accuracy with a minimal number of views, capturing intricate geometric details and thin structures that were previously challenging to capture.
comment: Accepted at ACM SIGGRAPH I3D 2025. Published in PACMCGIT journal. Project page with images and code: https://graphics-research-group.github.io/sn-nir
NeRF 3
☆ Pose Optimization for Autonomous Driving Datasets using Neural Rendering Models
Autonomous driving systems rely on accurate perception and localization of the ego car to ensure safety and reliability in challenging real-world driving scenarios. Public datasets play a vital role in benchmarking and guiding advancement in research by providing standardized resources for model development and evaluation. However, potential inaccuracies in sensor calibration and vehicle poses within these datasets can lead to erroneous evaluations of downstream tasks, adversely impacting the reliability and performance of the autonomous systems. To address this challenge, we propose a robust optimization method based on Neural Radiance Fields (NeRF) to refine sensor poses and calibration parameters, enhancing the integrity of dataset benchmarks. To validate improvement in accuracy of our optimized poses without ground truth, we present a thorough evaluation process, relying on reprojection metrics, Novel View Synthesis rendering quality, and geometric alignment. We demonstrate that our method achieves significant improvements in sensor pose accuracy. By optimizing these critical parameters, our approach not only improves the utility of existing datasets but also paves the way for more reliable autonomous driving models. To foster continued progress in this field, we make the optimized sensor poses publicly available, providing a valuable resource for the research community.
comment: under review
♻ ☆ Dynamic EventNeRF: Reconstructing General Dynamic Scenes from Multi-view RGB and Event Streams CVPR
Volumetric reconstruction of dynamic scenes is an important problem in computer vision. It is especially challenging in poor lighting and with fast motion. This is partly due to limitations of RGB cameras: To capture frames under low lighting, the exposure time needs to be increased, which leads to more motion blur. In contrast, event cameras, which record changes in pixel brightness asynchronously, are much less dependent on lighting, making them more suitable for recording fast motion. We hence propose the first method to spatiotemporally reconstruct a scene from sparse multi-view event streams and sparse RGB frames. We train a sequence of cross-faded time-conditioned NeRF models, one per short recording segment. The individual segments are supervised with a set of event- and RGB-based losses and sparse-view regularisation. We assemble a real-world multi-view camera rig with six static event cameras around the object and record a benchmark multi-view event stream dataset of challenging motions. Our work outperforms RGB-based baselines, producing state-of-the-art results, and opens up the topic of multi-view event-based reconstruction as a new path for fast scene capture beyond RGB cameras. The code and the data will be released soon at https://4dqv.mpi-inf.mpg.de/DynEventNeRF/
comment: 17 pages, 13 figures, 7 tables; CVPRW 2025
♻ ☆ ThermalGaussian: Thermal 3D Gaussian Splatting
Thermography is especially valuable for the military and other users of surveillance cameras. Some recent methods based on Neural Radiance Fields (NeRF) are proposed to reconstruct the thermal scenes in 3D from a set of thermal and RGB images. However, unlike NeRF, 3D Gaussian splatting (3DGS) prevails due to its rapid training and real-time rendering. In this work, we propose ThermalGaussian, the first thermal 3DGS approach capable of rendering high-quality images in RGB and thermal modalities. We first calibrate the RGB camera and the thermal camera to ensure that both modalities are accurately aligned. Subsequently, we use the registered images to learn the multimodal 3D Gaussians. To prevent the overfitting of any single modality, we introduce several multimodal regularization constraints. We also develop smoothing constraints tailored to the physical characteristics of the thermal modality. Besides, we contribute a real-world dataset named RGBT-Scenes, captured by a hand-hold thermal-infrared camera, facilitating future research on thermal scene reconstruction. We conduct comprehensive experiments to show that ThermalGaussian achieves photorealistic rendering of thermal images and improves the rendering quality of RGB images. With the proposed multimodal regularization constraints, we also reduced the model's storage cost by 90%. Our project page is at https://thermalgaussian.github.io/.
comment: 10 pages, 7 figures
Mesh 2
♻ ☆ Direct Learning of Mesh and Appearance via 3D Gaussian Splatting
Accurately reconstructing a 3D scene including explicit geometry information is both attractive and challenging. Geometry reconstruction can benefit from incorporating differentiable appearance models, such as Neural Radiance Fields and 3D Gaussian Splatting (3DGS). However, existing methods encounter efficiency issues due to indirect geometry learning and the paradigm of separately modeling geometry and surface appearance. In this work, we propose a learnable scene model that incorporates 3DGS with an explicit geometry representation, namely a mesh. Our model learns the mesh and appearance in an end-to-end manner, where we bind 3D Gaussians to the mesh faces and perform differentiable rendering of 3DGS to obtain photometric supervision. The model creates an effective information pathway to supervise the learning of both 3DGS and mesh. Experimental results demonstrate that the learned scene model not only improves efficiency and rendering quality but also enables manipulation via the explicit mesh. In addition, our model has a unique advantage in adapting to scene updates, thanks to the end-to-end learning of both mesh and appearance.
♻ ☆ DirDist: A Metric for Comparing 3D Shapes Using Directional Distance Fields
Qualifying the discrepancy between 3D geometric models, which could be represented with either point clouds or triangle meshes, is a pivotal issue with board applications. Existing methods mainly focus on directly establishing the correspondence between two models and then aggregating point-wise distance between corresponding points, resulting in them being either inefficient or ineffective. In this paper, we propose DirDist, an efficient, effective, robust, and differentiable distance metric for 3D geometry data. Specifically, we construct DirDist based on the proposed implicit representation of 3D models, namely directional distance field (DDF), which defines the directional distances of 3D points to a model to capture its local surface geometry. We then transfer the discrepancy between two 3D geometric models as the discrepancy between their DDFs defined on an identical domain, naturally establishing model correspondence. To demonstrate the advantage of our DirDist, we explore various distance metric-driven 3D geometric modeling tasks, including template surface fitting, rigid registration, non-rigid registration, scene flow estimation and human pose optimization. Extensive experiments show that our DirDist achieves significantly higher accuracy under all tasks. As a generic distance metric, DirDist has the potential to advance the field of 3D geometric modeling. The source code is available at https://github.com/rsy6318/DirDist.
comment: Accepted by T-PAMI
NeRF 3
☆ StyleMe3D: Stylization with Disentangled Priors by Multiple Encoders on 3D Gaussians
3D Gaussian Splatting (3DGS) excels in photorealistic scene reconstruction but struggles with stylized scenarios (e.g., cartoons, games) due to fragmented textures, semantic misalignment, and limited adaptability to abstract aesthetics. We propose StyleMe3D, a holistic framework for 3D GS style transfer that integrates multi-modal style conditioning, multi-level semantic alignment, and perceptual quality enhancement. Our key insights include: (1) optimizing only RGB attributes preserves geometric integrity during stylization; (2) disentangling low-, medium-, and high-level semantics is critical for coherent style transfer; (3) scalability across isolated objects and complex scenes is essential for practical deployment. StyleMe3D introduces four novel components: Dynamic Style Score Distillation (DSSD), leveraging Stable Diffusion's latent space for semantic alignment; Contrastive Style Descriptor (CSD) for localized, content-aware texture transfer; Simultaneously Optimized Scale (SOS) to decouple style details and structural coherence; and 3D Gaussian Quality Assessment (3DG-QA), a differentiable aesthetic prior trained on human-rated data to suppress artifacts and enhance visual harmony. Evaluated on NeRF synthetic dataset (objects) and tandt db (scenes) datasets, StyleMe3D outperforms state-of-the-art methods in preserving geometric details (e.g., carvings on sculptures) and ensuring stylistic consistency across scenes (e.g., coherent lighting in landscapes), while maintaining real-time rendering. This work bridges photorealistic 3D GS and artistic stylization, unlocking applications in gaming, virtual worlds, and digital art.
comment: 16 pages; Project page: https://styleme3d.github.io/
♻ ☆ SLAM&Render: A Benchmark for the Intersection Between Neural Rendering, Gaussian Splatting and SLAM
Models and methods originally developed for novel view synthesis and scene rendering, such as Neural Radiance Fields (NeRF) and Gaussian Splatting, are increasingly being adopted as representations in Simultaneous Localization and Mapping (SLAM). However, existing datasets fail to include the specific challenges of both fields, such as multimodality and sequentiality in SLAM or generalization across viewpoints and illumination conditions in neural rendering. To bridge this gap, we introduce SLAM&Render, a novel dataset designed to benchmark methods in the intersection between SLAM and novel view rendering. It consists of 40 sequences with synchronized RGB, depth, IMU, robot kinematic data, and ground-truth pose streams. By releasing robot kinematic data, the dataset also enables the assessment of novel SLAM strategies when applied to robot manipulators. The dataset sequences span five different setups featuring consumer and industrial objects under four different lighting conditions, with separate training and test trajectories per scene, as well as object rearrangements. Our experimental results, obtained with several baselines from the literature, validate SLAM&Render as a relevant benchmark for this emerging research area.
comment: 8 pages, 8 figures, RA-L submission
♻ ☆ S-EO: A Large-Scale Dataset for Geometry-Aware Shadow Detection in Remote Sensing Applications CVPR
We introduce the S-EO dataset: a large-scale, high-resolution dataset, designed to advance geometry-aware shadow detection. Collected from diverse public-domain sources, including challenge datasets and government providers such as USGS, our dataset comprises 702 georeferenced tiles across the USA, each covering 500x500 m. Each tile includes multi-date, multi-angle WorldView-3 pansharpened RGB images, panchromatic images, and a ground-truth DSM of the area obtained from LiDAR scans. For each image, we provide a shadow mask derived from geometry and sun position, a vegetation mask based on the NDVI index, and a bundle-adjusted RPC model. With approximately 20,000 images, the S-EO dataset establishes a new public resource for shadow detection in remote sensing imagery and its applications to 3D reconstruction. To demonstrate the dataset's impact, we train and evaluate a shadow detector, showcasing its ability to generalize, even to aerial images. Finally, we extend EO-NeRF - a state-of-the-art NeRF approach for satellite imagery - to leverage our shadow predictions for improved 3D reconstructions.
comment: Accepted at Earthvision 2025 (CVPR Workshop)
Deblur 1
☆ MoBGS: Motion Deblurring Dynamic 3D Gaussian Splatting for Blurry Monocular Video
We present MoBGS, a novel deblurring dynamic 3D Gaussian Splatting (3DGS) framework capable of reconstructing sharp and high-quality novel spatio-temporal views from blurry monocular videos in an end-to-end manner. Existing dynamic novel view synthesis (NVS) methods are highly sensitive to motion blur in casually captured videos, resulting in significant degradation of rendering quality. While recent approaches address motion-blurred inputs for NVS, they primarily focus on static scene reconstruction and lack dedicated motion modeling for dynamic objects. To overcome these limitations, our MoBGS introduces a novel Blur-adaptive Latent Camera Estimation (BLCE) method for effective latent camera trajectory estimation, improving global camera motion deblurring. In addition, we propose a physically-inspired Latent Camera-induced Exposure Estimation (LCEE) method to ensure consistent deblurring of both global camera and local object motion. Our MoBGS framework ensures the temporal consistency of unseen latent timestamps and robust motion decomposition of static and dynamic regions. Extensive experiments on the Stereo Blur dataset and real-world blurry videos show that our MoBGS significantly outperforms the very recent advanced methods (DyBluRF and Deblur4DGS), achieving state-of-the-art performance for dynamic NVS under motion blur.
comment: The first two authors contributed equally to this work (equal contribution). The last two authors advised equally to this work
Mesh 2
♻ ☆ Digital Twin Buildings: 3D Modeling, GIS Integration, and Visual Descriptions Using Gaussian Splatting, ChatGPT/Deepseek, and Google Maps Platform
Urban digital twins are virtual replicas of cities that use multi-source data and data analytics to optimize urban planning, infrastructure management, and decision-making. Towards this, we propose a framework focused on the single-building scale. By connecting to cloud mapping platforms such as Google Map Platforms APIs, by leveraging state-of-the-art multi-agent Large Language Models data analysis using ChatGPT(4o) and Deepseek-V3/R1, and by using our Gaussian Splatting-based mesh extraction pipeline, our Digital Twin Buildings framework can retrieve a building's 3D model, visual descriptions, and achieve cloud-based mapping integration with large language model-based data analytics using a building's address, postal code, or geographic coordinates.
comment: -Fixed minor typo
♻ ☆ MAR-3D: Progressive Masked Auto-regressor for High-Resolution 3D Generation CVPR 2025
Recent advances in auto-regressive transformers have revolutionized generative modeling across different domains, from language processing to visual generation, demonstrating remarkable capabilities. However, applying these advances to 3D generation presents three key challenges: the unordered nature of 3D data conflicts with sequential next-token prediction paradigm, conventional vector quantization approaches incur substantial compression loss when applied to 3D meshes, and the lack of efficient scaling strategies for higher resolution latent prediction. To address these challenges, we introduce MAR-3D, which integrates a pyramid variational autoencoder with a cascaded masked auto-regressive transformer (Cascaded MAR) for progressive latent upscaling in the continuous space. Our architecture employs random masking during training and auto-regressive denoising in random order during inference, naturally accommodating the unordered property of 3D latent tokens. Additionally, we propose a cascaded training strategy with condition augmentation that enables efficiently up-scale the latent token resolution with fast convergence. Extensive experiments demonstrate that MAR-3D not only achieves superior performance and generalization capabilities compared to existing methods but also exhibits enhanced scaling capabilities compared to joint distribution modeling approaches (e.g., diffusion transformers).
comment: CVPR 2025 Highlight: https://jinnan-chen.github.io/projects/MAR-3D/
NeRF 1
♻ ☆ Sparse-DeRF: Deblurred Neural Radiance Fields from Sparse View
Recent studies construct deblurred neural radiance fields~(DeRF) using dozens of blurry images, which are not practical scenarios if only a limited number of blurry images are available. This paper focuses on constructing DeRF from sparse-view for more pragmatic real-world scenarios. As observed in our experiments, establishing DeRF from sparse views proves to be a more challenging problem due to the inherent complexity arising from the simultaneous optimization of blur kernels and NeRF from sparse view. Sparse-DeRF successfully regularizes the complicated joint optimization, presenting alleviated overfitting artifacts and enhanced quality on radiance fields. The regularization consists of three key components: Surface smoothness, helps the model accurately predict the scene structure utilizing unseen and additional hidden rays derived from the blur kernel based on statistical tendencies of real-world; Modulated gradient scaling, helps the model adjust the amount of the backpropagated gradient according to the arrangements of scene objects; Perceptual distillation improves the perceptual quality by overcoming the ill-posed multi-view inconsistency of image deblurring and distilling the pre-deblurred information, compensating for the lack of clean information in blurry images. We demonstrate the effectiveness of the Sparse-DeRF with extensive quantitative and qualitative experimental results by training DeRF from 2-view, 4-view, and 6-view blurry images.
comment: Accepted and to appear in IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI). Project page: https://dogyoonlee.github.io/sparsederf/
IQA 1
☆ NTIRE 2025 Challenge on Real-World Face Restoration: Methods and Results
This paper provides a review of the NTIRE 2025 challenge on real-world face restoration, highlighting the proposed solutions and the resulting outcomes. The challenge focuses on generating natural, realistic outputs while maintaining identity consistency. Its goal is to advance state-of-the-art solutions for perceptual quality and realism, without imposing constraints on computational resources or training data. The track of the challenge evaluates performance using a weighted image quality assessment (IQA) score and employs the AdaFace model as an identity checker. The competition attracted 141 registrants, with 13 teams submitting valid models, and ultimately, 10 teams achieved a valid score in the final ranking. This collaborative effort advances the performance of real-world face restoration while offering an in-depth overview of the latest trends in the field.
comment: NTIRE 2025 webpage: https://www.cvlai.net/ntire/2025. Code: https://github.com/zhengchen1999/NTIRE2025_RealWorld_Face_Restoration
Deblur 2
☆ Frequency-domain Learning with Kernel Prior for Blind Image Deblurring
While achieving excellent results on various datasets, many deep learning methods for image deblurring suffer from limited generalization capabilities with out-of-domain data. This limitation is likely caused by their dependence on certain domain-specific datasets. To address this challenge, we argue that it is necessary to introduce the kernel prior into deep learning methods, as the kernel prior remains independent of the image context. For effective fusion of kernel prior information, we adopt a rational implementation method inspired by traditional deblurring algorithms that perform deconvolution in the frequency domain. We propose a module called Frequency Integration Module (FIM) for fusing the kernel prior and combine it with a frequency-based deblurring Transfomer network. Experimental results demonstrate that our method outperforms state-of-the-art methods on multiple blind image deblurring tasks, showcasing robust generalization abilities. Source code will be available soon.
♻ ☆ Sparse-DeRF: Deblurred Neural Radiance Fields from Sparse View
Recent studies construct deblurred neural radiance fields~(DeRF) using dozens of blurry images, which are not practical scenarios if only a limited number of blurry images are available. This paper focuses on constructing DeRF from sparse-view for more pragmatic real-world scenarios. As observed in our experiments, establishing DeRF from sparse views proves to be a more challenging problem due to the inherent complexity arising from the simultaneous optimization of blur kernels and NeRF from sparse view. Sparse-DeRF successfully regularizes the complicated joint optimization, presenting alleviated overfitting artifacts and enhanced quality on radiance fields. The regularization consists of three key components: Surface smoothness, helps the model accurately predict the scene structure utilizing unseen and additional hidden rays derived from the blur kernel based on statistical tendencies of real-world; Modulated gradient scaling, helps the model adjust the amount of the backpropagated gradient according to the arrangements of scene objects; Perceptual distillation improves the perceptual quality by overcoming the ill-posed multi-view inconsistency of image deblurring and distilling the pre-deblurred information, compensating for the lack of clean information in blurry images. We demonstrate the effectiveness of the Sparse-DeRF with extensive quantitative and qualitative experimental results by training DeRF from 2-view, 4-view, and 6-view blurry images.
comment: Accepted and to appear in IEEE Transactions on Pattern Analysis and Machine Intelligence (TPAMI). Project page: https://dogyoonlee.github.io/sparsederf/
Mesh 1
♻ ☆ 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 1
♻ ☆ LL-Gaussian: Low-Light Scene Reconstruction and Enhancement via Gaussian Splatting for Novel View Synthesis
Novel view synthesis (NVS) in low-light scenes remains a significant challenge due to degraded inputs characterized by severe noise, low dynamic range (LDR) and unreliable initialization. While recent NeRF-based approaches have shown promising results, most suffer from high computational costs, and some rely on carefully captured or pre-processed data--such as RAW sensor inputs or multi-exposure sequences--which severely limits their practicality. In contrast, 3D Gaussian Splatting (3DGS) enables real-time rendering with competitive visual fidelity; however, existing 3DGS-based methods struggle with low-light sRGB inputs, resulting in unstable Gaussian initialization and ineffective noise suppression. To address these challenges, we propose LL-Gaussian, a novel framework for 3D reconstruction and enhancement from low-light sRGB images, enabling pseudo normal-light novel view synthesis. Our method introduces three key innovations: 1) an end-to-end Low-Light Gaussian Initialization Module (LLGIM) that leverages dense priors from learning-based MVS approach to generate high-quality initial point clouds; 2) a dual-branch Gaussian decomposition model that disentangles intrinsic scene properties (reflectance and illumination) from transient interference, enabling stable and interpretable optimization; 3) an unsupervised optimization strategy guided by both physical constrains and diffusion prior to jointly steer decomposition and enhancement. Additionally, we contribute a challenging dataset collected in extreme low-light environments and demonstrate the effectiveness of LL-Gaussian. Compared to state-of-the-art NeRF-based methods, LL-Gaussian achieves up to 2,000 times faster inference and reduces training time to just 2%, while delivering superior reconstruction and rendering quality.
comment: Project page: https://sunhao242.github.io/LL-Gaussian_web.github.io/
HDR 1
♻ ☆ Training Neural Networks on RAW and HDR Images for Restoration Tasks
The vast majority of standard image and video content available online is represented in display-encoded color spaces, in which pixel values are conveniently scaled to a limited range (0-1) and the color distribution is approximately perceptually uniform. In contrast, both camera RAW and high dynamic range (HDR) images are often represented in linear color spaces, in which color values are linearly related to colorimetric quantities of light. While training on commonly available display-encoded images is a well-established practice, there is no consensus on how neural networks should be trained for tasks on RAW and HDR images in linear color spaces. In this work, we test several approaches on three popular image restoration applications: denoising, deblurring, and single-image super-resolution. We examine whether HDR/RAW images need to be display-encoded using popular transfer functions (PQ, PU21, and mu-law), or whether it is better to train in linear color spaces, but use loss functions that correct for perceptual non-uniformity. Our results indicate that neural networks train significantly better on HDR and RAW images represented in display-encoded color spaces, which offer better perceptual uniformity than linear spaces. This small change to the training strategy can bring a very substantial gain in performance, between 2 and 9 dB.
Deblur 1
♻ ☆ Training Neural Networks on RAW and HDR Images for Restoration Tasks
The vast majority of standard image and video content available online is represented in display-encoded color spaces, in which pixel values are conveniently scaled to a limited range (0-1) and the color distribution is approximately perceptually uniform. In contrast, both camera RAW and high dynamic range (HDR) images are often represented in linear color spaces, in which color values are linearly related to colorimetric quantities of light. While training on commonly available display-encoded images is a well-established practice, there is no consensus on how neural networks should be trained for tasks on RAW and HDR images in linear color spaces. In this work, we test several approaches on three popular image restoration applications: denoising, deblurring, and single-image super-resolution. We examine whether HDR/RAW images need to be display-encoded using popular transfer functions (PQ, PU21, and mu-law), or whether it is better to train in linear color spaces, but use loss functions that correct for perceptual non-uniformity. Our results indicate that neural networks train significantly better on HDR and RAW images represented in display-encoded color spaces, which offer better perceptual uniformity than linear spaces. This small change to the training strategy can bring a very substantial gain in performance, between 2 and 9 dB.
Mesh 2
☆ Supervising 3D Talking Head Avatars with Analysis-by-Audio-Synthesis
In order to be widely applicable, speech-driven 3D head avatars must articulate their lips in accordance with speech, while also conveying the appropriate emotions with dynamically changing facial expressions. The key problem is that deterministic models produce high-quality lip-sync but without rich expressions, whereas stochastic models generate diverse expressions but with lower lip-sync quality. To get the best of both, we seek a stochastic model with accurate lip-sync. To that end, we develop a new approach based on the following observation: if a method generates realistic 3D lip motions, it should be possible to infer the spoken audio from the lip motion. The inferred speech should match the original input audio, and erroneous predictions create a novel supervision signal for training 3D talking head avatars with accurate lip-sync. To demonstrate this effect, we propose THUNDER (Talking Heads Under Neural Differentiable Elocution Reconstruction), a 3D talking head avatar framework that introduces a novel supervision mechanism via differentiable sound production. First, we train a novel mesh-to-speech model that regresses audio from facial animation. Then, we incorporate this model into a diffusion-based talking avatar framework. During training, the mesh-to-speech model takes the generated animation and produces a sound that is compared to the input speech, creating a differentiable analysis-by-audio-synthesis supervision loop. Our extensive qualitative and quantitative experiments demonstrate that THUNDER significantly improves the quality of the lip-sync of talking head avatars while still allowing for generation of diverse, high-quality, expressive facial animations.
♻ ☆ SurFhead: Affine Rig Blending for Geometrically Accurate 2D Gaussian Surfel Head Avatars ICLR 2025
Recent advancements in head avatar rendering using Gaussian primitives have achieved significantly high-fidelity results. Although precise head geometry is crucial for applications like mesh reconstruction and relighting, current methods struggle to capture intricate geometric details and render unseen poses due to their reliance on similarity transformations, which cannot handle stretch and shear transforms essential for detailed deformations of geometry. To address this, we propose SurFhead, a novel method that reconstructs riggable head geometry from RGB videos using 2D Gaussian surfels, which offer well-defined geometric properties, such as precise depth from fixed ray intersections and normals derived from their surface orientation, making them advantageous over 3D counterparts. SurFhead ensures high-fidelity rendering of both normals and images, even in extreme poses, by leveraging classical mesh-based deformation transfer and affine transformation interpolation. SurFhead introduces precise geometric deformation and blends surfels through polar decomposition of transformations, including those affecting normals. Our key contribution lies in bridging classical graphics techniques, such as mesh-based deformation, with modern Gaussian primitives, achieving state-of-the-art geometry reconstruction and rendering quality. Unlike previous avatar rendering approaches, SurFhead enables efficient reconstruction driven by Gaussian primitives while preserving high-fidelity geometry.
comment: ICLR 2025, Project page with videos: https://summertight.github.io/SurFhead/
NeRF 2
☆ Scaling LLaNA: Advancing NeRF-Language Understanding Through Large-Scale Training
Recent advances in Multimodal Large Language Models (MLLMs) have shown remarkable capabilities in understanding both images and 3D data, yet these modalities face inherent limitations in comprehensively representing object geometry and appearance. Neural Radiance Fields (NeRFs) have emerged as a promising alternative, encoding both geometric and photorealistic properties within the weights of a simple Multi-Layer Perceptron (MLP). This work investigates the feasibility and effectiveness of ingesting NeRFs into an MLLM. We introduce LLaNA, the first MLLM able to perform new tasks such as NeRF captioning and Q\&A, by directly processing the weights of a NeRF's MLP. Notably, LLaNA is able to extract information about the represented objects without the need to render images or materialize 3D data structures. In addition, we build the first large-scale NeRF-language dataset, composed by more than 300K NeRFs trained on ShapeNet and Objaverse, with paired textual annotations that enable various NeRF-language tasks. Based on this dataset, we develop a benchmark to evaluate the NeRF understanding capability of our method. Results show that directly processing NeRF weights leads to better performance on NeRF-Language tasks compared to approaches that rely on either 2D or 3D representations derived from NeRFs.
comment: Under submission. Project page at https://andreamaduzzi.github.io/llana/
♻ ☆ IReNe: Instant Recoloring of Neural Radiance Fields
Advances in NERFs have allowed for 3D scene reconstructions and novel view synthesis. Yet, efficiently editing these representations while retaining photorealism is an emerging challenge. Recent methods face three primary limitations: they're slow for interactive use, lack precision at object boundaries, and struggle to ensure multi-view consistency. We introduce IReNe to address these limitations, enabling swift, near real-time color editing in NeRF. Leveraging a pre-trained NeRF model and a single training image with user-applied color edits, IReNe swiftly adjusts network parameters in seconds. This adjustment allows the model to generate new scene views, accurately representing the color changes from the training image while also controlling object boundaries and view-specific effects. Object boundary control is achieved by integrating a trainable segmentation module into the model. The process gains efficiency by retraining only the weights of the last network layer. We observed that neurons in this layer can be classified into those responsible for view-dependent appearance and those contributing to diffuse appearance. We introduce an automated classification approach to identify these neuron types and exclusively fine-tune the weights of the diffuse neurons. This further accelerates training and ensures consistent color edits across different views. A thorough validation on a new dataset, with edited object colors, shows significant quantitative and qualitative advancements over competitors, accelerating speeds by 5x to 500x.
Deblur 1
♻ ☆ Event-Enhanced Blurry Video Super-Resolution AAAI 2025
In this paper, we tackle the task of blurry video super-resolution (BVSR), aiming to generate high-resolution (HR) videos from low-resolution (LR) and blurry inputs. Current BVSR methods often fail to restore sharp details at high resolutions, resulting in noticeable artifacts and jitter due to insufficient motion information for deconvolution and the lack of high-frequency details in LR frames. To address these challenges, we introduce event signals into BVSR and propose a novel event-enhanced network, Ev-DeblurVSR. To effectively fuse information from frames and events for feature deblurring, we introduce a reciprocal feature deblurring module that leverages motion information from intra-frame events to deblur frame features while reciprocally using global scene context from the frames to enhance event features. Furthermore, to enhance temporal consistency, we propose a hybrid deformable alignment module that fully exploits the complementary motion information from inter-frame events and optical flow to improve motion estimation in the deformable alignment process. Extensive evaluations demonstrate that Ev-DeblurVSR establishes a new state-of-the-art performance on both synthetic and real-world datasets. Notably, on real data, our method is +2.59 dB more accurate and 7.28$\times$ faster than the recent best BVSR baseline FMA-Net. Code: https://github.com/DachunKai/Ev-DeblurVSR.
comment: AAAI 2025. Project page: https://dachunkai.github.io/ev-deblurvsr.github.io/
Mesh 5
☆ SMPL-GPTexture: Dual-View 3D Human Texture Estimation using Text-to-Image Generation Models
Generating high-quality, photorealistic textures for 3D human avatars remains a fundamental yet challenging task in computer vision and multimedia field. However, real paired front and back images of human subjects are rarely available with privacy, ethical and cost of acquisition, which restricts scalability of the data. Additionally, learning priors from image inputs using deep generative models, such as GANs or diffusion models, to infer unseen regions such as the human back often leads to artifacts, structural inconsistencies, or loss of fine-grained detail. To address these issues, we present SMPL-GPTexture (skinned multi-person linear model - general purpose Texture), a novel pipeline that takes natural language prompts as input and leverages a state-of-the-art text-to-image generation model to produce paired high-resolution front and back images of a human subject as the starting point for texture estimation. Using the generated paired dual-view images, we first employ a human mesh recovery model to obtain a robust 2D-to-3D SMPL alignment between image pixels and the 3D model's UV coordinates for each views. Second, we use an inverted rasterization technique that explicitly projects the observed colour from the input images into the UV space, thereby producing accurate, complete texture maps. Finally, we apply a diffusion-based inpainting module to fill in the missing regions, and the fusion mechanism then combines these results into a unified full texture map. Extensive experiments shows that our SMPL-GPTexture can generate high resolution texture aligned with user's prompts.
☆ AerialMegaDepth: Learning Aerial-Ground Reconstruction and View Synthesis CVPR 2025
We explore the task of geometric reconstruction of images captured from a mixture of ground and aerial views. Current state-of-the-art learning-based approaches fail to handle the extreme viewpoint variation between aerial-ground image pairs. Our hypothesis is that the lack of high-quality, co-registered aerial-ground datasets for training is a key reason for this failure. Such data is difficult to assemble precisely because it is difficult to reconstruct in a scalable way. To overcome this challenge, we propose a scalable framework combining pseudo-synthetic renderings from 3D city-wide meshes (e.g., Google Earth) with real, ground-level crowd-sourced images (e.g., MegaDepth). The pseudo-synthetic data simulates a wide range of aerial viewpoints, while the real, crowd-sourced images help improve visual fidelity for ground-level images where mesh-based renderings lack sufficient detail, effectively bridging the domain gap between real images and pseudo-synthetic renderings. Using this hybrid dataset, we fine-tune several state-of-the-art algorithms and achieve significant improvements on real-world, zero-shot aerial-ground tasks. For example, we observe that baseline DUSt3R localizes fewer than 5% of aerial-ground pairs within 5 degrees of camera rotation error, while fine-tuning with our data raises accuracy to nearly 56%, addressing a major failure point in handling large viewpoint changes. Beyond camera estimation and scene reconstruction, our dataset also improves performance on downstream tasks like novel-view synthesis in challenging aerial-ground scenarios, demonstrating the practical value of our approach in real-world applications.
comment: Appearing in CVPR 2025. Project page: https://aerial-megadepth.github.io
☆ CAGE-GS: High-fidelity Cage Based 3D Gaussian Splatting Deformation
As 3D Gaussian Splatting (3DGS) gains popularity as a 3D representation of real scenes, enabling user-friendly deformation to create novel scenes while preserving fine details from the original 3DGS has attracted significant research attention. We introduce CAGE-GS, a cage-based 3DGS deformation method that seamlessly aligns a source 3DGS scene with a user-defined target shape. Our approach learns a deformation cage from the target, which guides the geometric transformation of the source scene. While the cages effectively control structural alignment, preserving the textural appearance of 3DGS remains challenging due to the complexity of covariance parameters. To address this, we employ a Jacobian matrix-based strategy to update the covariance parameters of each Gaussian, ensuring texture fidelity post-deformation. Our method is highly flexible, accommodating various target shape representations, including texts, images, point clouds, meshes and 3DGS models. Extensive experiments and ablation studies on both public datasets and newly proposed scenes demonstrate that our method significantly outperforms existing techniques in both efficiency and deformation quality.
☆ ARAP-GS: Drag-driven As-Rigid-As-Possible 3D Gaussian Splatting Editing with Diffusion Prior
Drag-driven editing has become popular among designers for its ability to modify complex geometric structures through simple and intuitive manipulation, allowing users to adjust and reshape content with minimal technical skill. This drag operation has been incorporated into numerous methods to facilitate the editing of 2D images and 3D meshes in design. However, few studies have explored drag-driven editing for the widely-used 3D Gaussian Splatting (3DGS) representation, as deforming 3DGS while preserving shape coherence and visual continuity remains challenging. In this paper, we introduce ARAP-GS, a drag-driven 3DGS editing framework based on As-Rigid-As-Possible (ARAP) deformation. Unlike previous 3DGS editing methods, we are the first to apply ARAP deformation directly to 3D Gaussians, enabling flexible, drag-driven geometric transformations. To preserve scene appearance after deformation, we incorporate an advanced diffusion prior for image super-resolution within our iterative optimization process. This approach enhances visual quality while maintaining multi-view consistency in the edited results. Experiments show that ARAP-GS outperforms current methods across diverse 3D scenes, demonstrating its effectiveness and superiority for drag-driven 3DGS editing. Additionally, our method is highly efficient, requiring only 10 to 20 minutes to edit a scene on a single RTX 3090 GPU.
♻ ☆ Structured 3D Latents for Scalable and Versatile 3D Generation
We introduce a novel 3D generation method for versatile and high-quality 3D asset creation. The cornerstone is a unified Structured LATent (SLAT) representation which allows decoding to different output formats, such as Radiance Fields, 3D Gaussians, and meshes. This is achieved by integrating a sparsely-populated 3D grid with dense multiview visual features extracted from a powerful vision foundation model, comprehensively capturing both structural (geometry) and textural (appearance) information while maintaining flexibility during decoding. We employ rectified flow transformers tailored for SLAT as our 3D generation models and train models with up to 2 billion parameters on a large 3D asset dataset of 500K diverse objects. Our model generates high-quality results with text or image conditions, significantly surpassing existing methods, including recent ones at similar scales. We showcase flexible output format selection and local 3D editing capabilities which were not offered by previous models. Code, model, and data will be released.
comment: Project Page: https://github.com/Microsoft/TRELLIS
NeRF 1
☆ GSAC: Leveraging Gaussian Splatting for Photorealistic Avatar Creation with Unity Integration
Photorealistic avatars have become essential for immersive applications in virtual reality (VR) and augmented reality (AR), enabling lifelike interactions in areas such as training simulations, telemedicine, and virtual collaboration. These avatars bridge the gap between the physical and digital worlds, improving the user experience through realistic human representation. However, existing avatar creation techniques face significant challenges, including high costs, long creation times, and limited utility in virtual applications. Manual methods, such as MetaHuman, require extensive time and expertise, while automatic approaches, such as NeRF-based pipelines often lack efficiency, detailed facial expression fidelity, and are unable to be rendered at a speed sufficent for real-time applications. By involving several cutting-edge modern techniques, we introduce an end-to-end 3D Gaussian Splatting (3DGS) avatar creation pipeline that leverages monocular video input to create a scalable and efficient photorealistic avatar directly compatible with the Unity game engine. Our pipeline incorporates a novel Gaussian splatting technique with customized preprocessing that enables the user of "in the wild" monocular video capture, detailed facial expression reconstruction and embedding within a fully rigged avatar model. Additionally, we present a Unity-integrated Gaussian Splatting Avatar Editor, offering a user-friendly environment for VR/AR application development. Experimental results validate the effectiveness of our preprocessing pipeline in standardizing custom data for 3DGS training and demonstrate the versatility of Gaussian avatars in Unity, highlighting the scalability and practicality of our approach.
HDR 1
♻ ☆ GaSLight: Gaussian Splats for Spatially-Varying Lighting in HDR
We present GaSLight, a method that generates spatially-varying lighting from regular images. Our method proposes using HDR Gaussian Splats as light source representation, marking the first time regular images can serve as light sources in a 3D renderer. Our two-stage process first enhances the dynamic range of images plausibly and accurately by leveraging the priors embedded in diffusion models. Next, we employ Gaussian Splats to model 3D lighting, achieving spatially variant lighting. Our approach yields state-of-the-art results on HDR estimations and their applications in illuminating virtual objects and scenes. To facilitate the benchmarking of images as light sources, we introduce a novel dataset of calibrated and unsaturated HDR to evaluate images as light sources. We assess our method using a combination of this novel dataset and an existing dataset from the literature. Project page: https://lvsn.github.io/gaslight/
IQA 1
☆ NTIRE 2025 Challenge on Short-form UGC Video Quality Assessment and Enhancement: Methods and Results CVPR
This paper presents a review for the NTIRE 2025 Challenge on Short-form UGC Video Quality Assessment and Enhancement. The challenge comprises two tracks: (i) Efficient Video Quality Assessment (KVQ), and (ii) Diffusion-based Image Super-Resolution (KwaiSR). Track 1 aims to advance the development of lightweight and efficient video quality assessment (VQA) models, with an emphasis on eliminating reliance on model ensembles, redundant weights, and other computationally expensive components in the previous IQA/VQA competitions. Track 2 introduces a new short-form UGC dataset tailored for single image super-resolution, i.e., the KwaiSR dataset. It consists of 1,800 synthetically generated S-UGC image pairs and 1,900 real-world S-UGC images, which are split into training, validation, and test sets using a ratio of 8:1:1. The primary objective of the challenge is to drive research that benefits the user experience of short-form UGC platforms such as Kwai and TikTok. This challenge attracted 266 participants and received 18 valid final submissions with corresponding fact sheets, significantly contributing to the progress of short-form UGC VQA and image superresolution. The project is publicly available at https://github.com/lixinustc/KVQE- ChallengeCVPR-NTIRE2025.
comment: Challenge Report of NTIRE 2025; Methods from 18 Teams; Accepted by CVPR Workshop; 21 pages
Deblur 1
♻ ☆ XYScanNet: A State Space Model for Single Image Deblurring
Deep state-space models (SSMs), like recent Mamba architectures, are emerging as a promising alternative to CNN and Transformer networks. Existing Mamba-based restoration methods process visual data by leveraging a flatten-and-scan strategy that converts image patches into a 1D sequence before scanning. However, this scanning paradigm ignores local pixel dependencies and introduces spatial misalignment by positioning distant pixels incorrectly adjacent, which reduces local noise-awareness and degrades image sharpness in low-level vision tasks. To overcome these issues, we propose a novel slice-and-scan strategy that alternates scanning along intra- and inter-slices. We further design a new Vision State Space Module (VSSM) for image deblurring, and tackle the inefficiency challenges of the current Mamba-based vision module. Building upon this, we develop XYScanNet, an SSM architecture integrated with a lightweight feature fusion module for enhanced image deblurring. XYScanNet, maintains competitive distortion metrics and significantly improves perceptual performance. Experimental results show that XYScanNet enhances KID by $17\%$ compared to the nearest competitor.
Mesh 4
☆ SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians
Accurate, real-time 3D reconstruction of human heads from monocular images and videos underlies numerous visual applications. As 3D ground truth data is hard to come by at scale, previous methods have sought to learn from abundant 2D videos in a self-supervised manner. Typically, this involves the use of differentiable mesh rendering, which is effective but faces limitations. To improve on this, we propose SHeaP (Self-supervised Head Geometry Predictor Learned via 2D Gaussians). Given a source image, we predict a 3DMM mesh and a set of Gaussians that are rigged to this mesh. We then reanimate this rigged head avatar to match a target frame, and backpropagate photometric losses to both the 3DMM and Gaussian prediction networks. We find that using Gaussians for rendering substantially improves the effectiveness of this self-supervised approach. Training solely on 2D data, our method surpasses existing self-supervised approaches in geometric evaluations on the NoW benchmark for neutral faces and a new benchmark for non-neutral expressions. Our method also produces highly expressive meshes, outperforming state-of-the-art in emotion classification.
comment: For video demonstrations and additional materials please see https://nlml.github.io/sheap/
☆ R-Meshfusion: Reinforcement Learning Powered Sparse-View Mesh Reconstruction with Diffusion Priors
Mesh reconstruction from multi-view images is a fundamental problem in computer vision, but its performance degrades significantly under sparse-view conditions, especially in unseen regions where no ground-truth observations are available. While recent advances in diffusion models have demonstrated strong capabilities in synthesizing novel views from limited inputs, their outputs often suffer from visual artifacts and lack 3D consistency, posing challenges for reliable mesh optimization. In this paper, we propose a novel framework that leverages diffusion models to enhance sparse-view mesh reconstruction in a principled and reliable manner. To address the instability of diffusion outputs, we propose a Consensus Diffusion Module that filters unreliable generations via interquartile range (IQR) analysis and performs variance-aware image fusion to produce robust pseudo-supervision. Building on this, we design an online reinforcement learning strategy based on the Upper Confidence Bound (UCB) to adaptively select the most informative viewpoints for enhancement, guided by diffusion loss. Finally, the fused images are used to jointly supervise a NeRF-based model alongside sparse-view ground truth, ensuring consistency across both geometry and appearance. Extensive experiments demonstrate that our method achieves significant improvements in both geometric quality and rendering quality.
☆ Extended Short- and Long-Range Mesh Learning for Fast and Generalized Garment Simulation
3D garment simulation is a critical component for producing cloth-based graphics. Recent advancements in graph neural networks (GNNs) offer a promising approach for efficient garment simulation. However, GNNs require extensive message-passing to propagate information such as physical forces and maintain contact awareness across the entire garment mesh, which becomes computationally inefficient at higher resolutions. To address this, we devise a novel GNN-based mesh learning framework with two key components to extend the message-passing range with minimal overhead, namely the Laplacian-Smoothed Dual Message-Passing (LSDMP) and the Geodesic Self-Attention (GSA) modules. LSDMP enhances message-passing with a Laplacian features smoothing process, which efficiently propagates the impact of each vertex to nearby vertices. Concurrently, GSA introduces geodesic distance embeddings to represent the spatial relationship between vertices and utilises attention mechanisms to capture global mesh information. The two modules operate in parallel to ensure both short- and long-range mesh modelling. Extensive experiments demonstrate the state-of-the-art performance of our method, requiring fewer layers and lower inference latency.
♻ ☆ GST: Precise 3D Human Body from a Single Image with Gaussian Splatting Transformers CVPR 2025
Reconstructing posed 3D human models from monocular images has important applications in the sports industry, including performance tracking, injury prevention and virtual training. In this work, we combine 3D human pose and shape estimation with 3D Gaussian Splatting (3DGS), a representation of the scene composed of a mixture of Gaussians. This allows training or fine-tuning a human model predictor on multi-view images alone, without 3D ground truth. Predicting such mixtures for a human from a single input image is challenging due to self-occlusions and dependence on articulations, while also needing to retain enough flexibility to accommodate a variety of clothes and poses. Our key observation is that the vertices of standardized human meshes (such as SMPL) can provide an adequate spatial density and approximate initial position for the Gaussians. We can then train a transformer model to jointly predict comparatively small adjustments to these positions, as well as the other 3DGS attributes and the SMPL parameters. We show empirically that this combination (using only multi-view supervision) can achieve near real-time inference of 3D human models from a single image without expensive diffusion models or 3D points supervision, thus making it ideal for the sport industry at any level. More importantly, rendering is an effective auxiliary objective to refine 3D pose estimation by accounting for clothes and other geometric variations. The code is available at https://github.com/prosperolo/GST.
comment: Camera ready for CVSports workshop at CVPR 2025
NeRF 1
☆ R-Meshfusion: Reinforcement Learning Powered Sparse-View Mesh Reconstruction with Diffusion Priors
Mesh reconstruction from multi-view images is a fundamental problem in computer vision, but its performance degrades significantly under sparse-view conditions, especially in unseen regions where no ground-truth observations are available. While recent advances in diffusion models have demonstrated strong capabilities in synthesizing novel views from limited inputs, their outputs often suffer from visual artifacts and lack 3D consistency, posing challenges for reliable mesh optimization. In this paper, we propose a novel framework that leverages diffusion models to enhance sparse-view mesh reconstruction in a principled and reliable manner. To address the instability of diffusion outputs, we propose a Consensus Diffusion Module that filters unreliable generations via interquartile range (IQR) analysis and performs variance-aware image fusion to produce robust pseudo-supervision. Building on this, we design an online reinforcement learning strategy based on the Upper Confidence Bound (UCB) to adaptively select the most informative viewpoints for enhancement, guided by diffusion loss. Finally, the fused images are used to jointly supervise a NeRF-based model alongside sparse-view ground truth, ensuring consistency across both geometry and appearance. Extensive experiments demonstrate that our method achieves significant improvements in both geometric quality and rendering quality.
IQA 2
☆ Coding-Prior Guided Diffusion Network for Video Deblurring
While recent video deblurring methods have advanced significantly, they often overlook two valuable prior information: (1) motion vectors (MVs) and coding residuals (CRs) from video codecs, which provide efficient inter-frame alignment cues, and (2) the rich real-world knowledge embedded in pre-trained diffusion generative models. We present CPGDNet, a novel two-stage framework that effectively leverages both coding priors and generative diffusion priors for high-quality deblurring. First, our coding-prior feature propagation (CPFP) module utilizes MVs for efficient frame alignment and CRs to generate attention masks, addressing motion inaccuracies and texture variations. Second, a coding-prior controlled generation (CPC) module network integrates coding priors into a pretrained diffusion model, guiding it to enhance critical regions and synthesize realistic details. Experiments demonstrate our method achieves state-of-the-art perceptual quality with up to 30% improvement in IQA metrics. Both the code and the codingprior-augmented dataset will be open-sourced.
♻ ☆ GaussVideoDreamer: 3D Scene Generation with Video Diffusion and Inconsistency-Aware Gaussian Splatting
Single-image 3D scene reconstruction presents significant challenges due to its inherently ill-posed nature and limited input constraints. Recent advances have explored two promising directions: multiview generative models that train on 3D consistent datasets but struggle with out-of-distribution generalization, and 3D scene inpainting and completion frameworks that suffer from cross-view inconsistency and suboptimal error handling, as they depend exclusively on depth data or 3D smoothness, which ultimately degrades output quality and computational performance. Building upon these approaches, we present GaussVideoDreamer, which advances generative multimedia approaches by bridging the gap between image, video, and 3D generation, integrating their strengths through two key innovations: (1) A progressive video inpainting strategy that harnesses temporal coherence for improved multiview consistency and faster convergence. (2) A 3D Gaussian Splatting consistency mask to guide the video diffusion with 3D consistent multiview evidence. Our pipeline combines three core components: a geometry-aware initialization protocol, Inconsistency-Aware Gaussian Splatting, and a progressive video inpainting strategy. Experimental results demonstrate that our approach achieves 32% higher LLaVA-IQA scores and at least 2x speedup compared to existing methods while maintaining robust performance across diverse scenes.
Deblur 2
☆ NTIRE 2025 Challenge on Event-Based Image Deblurring: Methods and Results
This paper presents an overview of NTIRE 2025 the First Challenge on Event-Based Image Deblurring, detailing the proposed methodologies and corresponding results. The primary goal of the challenge is to design an event-based method that achieves high-quality image deblurring, with performance quantitatively assessed using Peak Signal-to-Noise Ratio (PSNR). Notably, there are no restrictions on computational complexity or model size. The task focuses on leveraging both events and images as inputs for single-image deblurring. A total of 199 participants registered, among whom 15 teams successfully submitted valid results, offering valuable insights into the current state of event-based image deblurring. We anticipate that this challenge will drive further advancements in event-based vision research.
☆ Coding-Prior Guided Diffusion Network for Video Deblurring
While recent video deblurring methods have advanced significantly, they often overlook two valuable prior information: (1) motion vectors (MVs) and coding residuals (CRs) from video codecs, which provide efficient inter-frame alignment cues, and (2) the rich real-world knowledge embedded in pre-trained diffusion generative models. We present CPGDNet, a novel two-stage framework that effectively leverages both coding priors and generative diffusion priors for high-quality deblurring. First, our coding-prior feature propagation (CPFP) module utilizes MVs for efficient frame alignment and CRs to generate attention masks, addressing motion inaccuracies and texture variations. Second, a coding-prior controlled generation (CPC) module network integrates coding priors into a pretrained diffusion model, guiding it to enhance critical regions and synthesize realistic details. Experiments demonstrate our method achieves state-of-the-art perceptual quality with up to 30% improvement in IQA metrics. Both the code and the codingprior-augmented dataset will be open-sourced.
Mesh 1
♻ ☆ SAT-HMR: Real-Time Multi-Person 3D Mesh Estimation via Scale-Adaptive Tokens
We propose a one-stage framework for real-time multi-person 3D human mesh estimation from a single RGB image. While current one-stage methods, which follow a DETR-style pipeline, achieve state-of-the-art (SOTA) performance with high-resolution inputs, we observe that this particularly benefits the estimation of individuals in smaller scales of the image (e.g., those far from the camera), but at the cost of significantly increased computation overhead. To address this, we introduce scale-adaptive tokens that are dynamically adjusted based on the relative scale of each individual in the image within the DETR framework. Specifically, individuals in smaller scales are processed at higher resolutions, larger ones at lower resolutions, and background regions are further distilled. These scale-adaptive tokens more efficiently encode the image features, facilitating subsequent decoding to regress the human mesh, while allowing the model to allocate computational resources more effectively and focus on more challenging cases. Experiments show that our method preserves the accuracy benefits of high-resolution processing while substantially reducing computational cost, achieving real-time inference with performance comparable to SOTA methods.
comment: 18 pages, 12 figures
NeRF 1
♻ ☆ SC-NeRF: NeRF-based Point Cloud Reconstruction using a Stationary Camera for Agricultural Applications
This paper presents a NeRF-based framework for point cloud (PCD) reconstruction, specifically designed for indoor high-throughput plant phenotyping facilities. Traditional NeRF-based reconstruction methods require cameras to move around stationary objects, but this approach is impractical for high-throughput environments where objects are rapidly imaged while moving on conveyors or rotating pedestals. To address this limitation, we develop a variant of NeRF-based PCD reconstruction that uses a single stationary camera to capture images as the object rotates on a pedestal. Our workflow comprises COLMAP-based pose estimation, a straightforward pose transformation to simulate camera movement, and subsequent standard NeRF training. A defined Region of Interest (ROI) excludes irrelevant scene data, enabling the generation of high-resolution point clouds (10M points). Experimental results demonstrate excellent reconstruction fidelity, with precision-recall analyses yielding an F-score close to 100.00 across all evaluated plant objects. Although pose estimation remains computationally intensive with a stationary camera setup, overall training and reconstruction times are competitive, validating the method's feasibility for practical high-throughput indoor phenotyping applications. Our findings indicate that high-quality NeRF-based 3D reconstructions are achievable using a stationary camera, eliminating the need for complex camera motion or costly imaging equipment. This approach is especially beneficial when employing expensive and delicate instruments, such as hyperspectral cameras, for 3D plant phenotyping. Future work will focus on optimizing pose estimation techniques and further streamlining the methodology to facilitate seamless integration into automated, high-throughput 3D phenotyping pipelines.
SDF 1
♻ ☆ PMNI: Pose-free Multi-view Normal Integration for Reflective and Textureless Surface Reconstruction
Reflective and textureless surfaces remain a challenge in multi-view 3D reconstruction. Both camera pose calibration and shape reconstruction often fail due to insufficient or unreliable cross-view visual features. To address these issues, we present PMNI (Pose-free Multi-view Normal Integration), a neural surface reconstruction method that incorporates rich geometric information by leveraging surface normal maps instead of RGB images. By enforcing geometric constraints from surface normals and multi-view shape consistency within a neural signed distance function (SDF) optimization framework, PMNI simultaneously recovers accurate camera poses and high-fidelity surface geometry. Experimental results on synthetic and real-world datasets show that our method achieves state-of-the-art performance in the reconstruction of reflective surfaces, even without reliable initial camera poses.
Mesh 5
☆ Efficient 2D to Full 3D Human Pose Uplifting including Joint Rotations CVPR'25
In sports analytics, accurately capturing both the 3D locations and rotations of body joints is essential for understanding an athlete's biomechanics. While Human Mesh Recovery (HMR) models can estimate joint rotations, they often exhibit lower accuracy in joint localization compared to 3D Human Pose Estimation (HPE) models. Recent work addressed this limitation by combining a 3D HPE model with inverse kinematics (IK) to estimate both joint locations and rotations. However, IK is computationally expensive. To overcome this, we propose a novel 2D-to-3D uplifting model that directly estimates 3D human poses, including joint rotations, in a single forward pass. We investigate multiple rotation representations, loss functions, and training strategies - both with and without access to ground truth rotations. Our models achieve state-of-the-art accuracy in rotation estimation, are 150 times faster than the IK-based approach, and surpass HMR models in joint localization precision.
comment: accepted at CVSports@CVPR'25
☆ EquiVDM: Equivariant Video Diffusion Models with Temporally Consistent Noise
Temporally consistent video-to-video generation is essential for applications of video diffusion models in areas such as sim-to-real, style-transfer, video upsampling, etc. In this paper, we propose a video diffusion framework that leverages temporally consistent noise to generate coherent video frames without specialized modules or additional constraints. We show that the standard training objective of diffusion models, when applied with temporally consistent noise, encourages the model to be equivariant to spatial transformations in input video and noise. This enables our model to better follow motion patterns from the input video, producing aligned motion and high-fidelity frames. Furthermore, we extend our approach to 3D-consistent video generation by attaching noise as textures on 3D meshes, ensuring 3D consistency in sim-to-real applications. Experimental results demonstrate that our method surpasses state-of-the-art baselines in motion alignment, 3D consistency, and video quality while requiring only a few sampling steps in practice.
♻ ☆ SplatMesh: Interactive 3D Segmentation and Editing Using Mesh-Based Gaussian Splatting
A key challenge in fine-grained 3D-based interactive editing is the absence of an efficient representation that balances diverse modifications with high-quality view synthesis under a given memory constraint. While 3D meshes provide robustness for various modifications, they often yield lower-quality view synthesis compared to 3D Gaussian Splatting, which, in turn, suffers from instability during extensive editing. A straightforward combination of these two representations results in suboptimal performance and fails to meet memory constraints. In this paper, we introduce SplatMesh, a novel fine-grained interactive 3D segmentation and editing algorithm that integrates 3D Gaussian Splat with a precomputed mesh and could adjust the memory request based on the requirement. Specifically, given a mesh, \method simplifies it while considering both color and shape, ensuring it meets memory constraints. Then, SplatMesh aligns Gaussian splats with the simplified mesh by treating each triangle as a new reference point. By segmenting and editing the simplified mesh, we can effectively edit the Gaussian splats as well, which will lead to extensive experiments on real and synthetic datasets, coupled with illustrative visual examples, highlighting the superiority of our approach in terms of representation quality and editing performance. Code of our paper can be found here: https://github.com/kaichen-z/SplatMesh.
♻ ☆ RHanDS: Refining Malformed Hands for Generated Images with Decoupled Structure and Style Guidance
Although diffusion models can generate high-quality human images, their applications are limited by the instability in generating hands with correct structures. In this paper, we introduce RHanDS, a conditional diffusion-based framework designed to refine malformed hands by utilizing decoupled structure and style guidance. The hand mesh reconstructed from the malformed hand offers structure guidance for correcting the structure of the hand, while the malformed hand itself provides style guidance for preserving the style of the hand. To alleviate the mutual interference between style and structure guidance, we introduce a two-stage training strategy and build a series of multi-style hand datasets. In the first stage, we use paired hand images for training to ensure stylistic consistency in hand refining. In the second stage, various hand images generated based on human meshes are used for training, enabling the model to gain control over the hand structure. Experimental results demonstrate that RHanDS can effectively refine hand structure while preserving consistency in hand style.
♻ ☆ Leveraging Anthropometric Measurements to Improve Human Mesh Estimation and Ensure Consistent Body Shapes CVPR'25
The basic body shape (i.e., the body shape in T-pose) of a person does not change within a single video. However, most SOTA human mesh estimation (HME) models output a slightly different, thus inconsistent basic body shape for each video frame. Furthermore, we find that SOTA 3D human pose estimation (HPE) models outperform HME models regarding the precision of the estimated 3D keypoint positions. We solve the problem of inconsistent body shapes by leveraging anthropometric measurements like taken by tailors from humans. We create a model called A2B that converts given anthropometric measurements to basic body shape parameters of human mesh models. We obtain superior and consistent human meshes by combining the A2B model results with the keypoints of 3D HPE models using inverse kinematics. We evaluate our approach on challenging datasets like ASPset or fit3D, where we can lower the MPJPE by over 30 mm compared to SOTA HME models. Further, replacing estimates of the body shape parameters from existing HME models with A2B results not only increases the performance of these HME models, but also guarantees consistent body shapes.
comment: accepted for CVSports@CVPR'25
NeRF 2
☆ MCBlock: Boosting Neural Radiance Field Training Speed by MCTS-based Dynamic-Resolution Ray Sampling
Neural Radiance Field (NeRF) is widely known for high-fidelity novel view synthesis. However, even the state-of-the-art NeRF model, Gaussian Splatting, requires minutes for training, far from the real-time performance required by multimedia scenarios like telemedicine. One of the obstacles is its inefficient sampling, which is only partially addressed by existing works. Existing point-sampling algorithms uniformly sample simple-texture regions (easy to fit) and complex-texture regions (hard to fit), while existing ray-sampling algorithms sample these regions all in the finest granularity (i.e. the pixel level), both wasting GPU training resources. Actually, regions with different texture intensities require different sampling granularities. To this end, we propose a novel dynamic-resolution ray-sampling algorithm, MCBlock, which employs Monte Carlo Tree Search (MCTS) to partition each training image into pixel blocks with different sizes for active block-wise training. Specifically, the trees are initialized according to the texture of training images to boost the initialization speed, and an expansion/pruning module dynamically optimizes the block partition. MCBlock is implemented in Nerfstudio, an open-source toolset, and achieves a training acceleration of up to 2.33x, surpassing other ray-sampling algorithms. We believe MCBlock can apply to any cone-tracing NeRF model and contribute to the multimedia community.
♻ ☆ HOMER: Homography-Based Efficient Multi-view 3D Object Removal
3D object removal is an important sub-task in 3D scene editing, with broad applications in scene understanding, augmented reality, and robotics. However, existing methods struggle to achieve a desirable balance among consistency, usability, and computational efficiency in multi-view settings. These limitations are primarily due to unintuitive user interaction in the source view, inefficient multi-view object mask generation, computationally expensive inpainting procedures, and a lack of applicability across different radiance field representations. To address these challenges, we propose a novel pipeline that improves the quality and efficiency of multi-view object mask generation and inpainting. Our method introduces an intuitive region-based interaction mechanism in the source view and eliminates the need for camera poses or extra model training. Our lightweight HoMM module is employed to achieve high-quality multi-view mask propagation with enhanced efficiency. In the inpainting stage, we further reduce computational costs by performing inpainting only on selected key views and propagating the results to other views via homography-based mapping. Our pipeline is compatible with a variety of radiance field frameworks, including NeRF and 3D Gaussian Splatting, demonstrating improved generalizability and practicality in real-world scenarios. Additionally, we present a new 3D multi-object removal dataset with greater object diversity and viewpoint variation than existing datasets. Experiments on public benchmarks and our proposed dataset show that our method achieves state-of-the-art performance while reducing runtime to one-fifth of that required by leading baselines.
Deblur 3
☆ EBAD-Gaussian: Event-driven Bundle Adjusted Deblur Gaussian Splatting
While 3D Gaussian Splatting (3D-GS) achieves photorealistic novel view synthesis, its performance degrades with motion blur. In scenarios with rapid motion or low-light conditions, existing RGB-based deblurring methods struggle to model camera pose and radiance changes during exposure, reducing reconstruction accuracy. Event cameras, capturing continuous brightness changes during exposure, can effectively assist in modeling motion blur and improving reconstruction quality. Therefore, we propose Event-driven Bundle Adjusted Deblur Gaussian Splatting (EBAD-Gaussian), which reconstructs sharp 3D Gaussians from event streams and severely blurred images. This method jointly learns the parameters of these Gaussians while recovering camera motion trajectories during exposure time. Specifically, we first construct a blur loss function by synthesizing multiple latent sharp images during the exposure time, minimizing the difference between real and synthesized blurred images. Then we use event stream to supervise the light intensity changes between latent sharp images at any time within the exposure period, supplementing the light intensity dynamic changes lost in RGB images. Furthermore, we optimize the latent sharp images at intermediate exposure times based on the event-based double integral (EDI) prior, applying consistency constraints to enhance the details and texture information of the reconstructed images. Extensive experiments on synthetic and real-world datasets show that EBAD-Gaussian can achieve high-quality 3D scene reconstruction under the condition of blurred images and event stream inputs.
♻ ☆ MB-TaylorFormer V2: Improved Multi-branch Linear Transformer Expanded by Taylor Formula for Image Restoration
Recently, Transformer networks have demonstrated outstanding performance in the field of image restoration due to the global receptive field and adaptability to input. However, the quadratic computational complexity of Softmax-attention poses a significant limitation on its extensive application in image restoration tasks, particularly for high-resolution images. To tackle this challenge, we propose a novel variant of the Transformer. This variant leverages the Taylor expansion to approximate the Softmax-attention and utilizes the concept of norm-preserving mapping to approximate the remainder of the first-order Taylor expansion, resulting in a linear computational complexity. Moreover, we introduce a multi-branch architecture featuring multi-scale patch embedding into the proposed Transformer, which has four distinct advantages: 1) various sizes of the receptive field; 2) multi-level semantic information; 3) flexible shapes of the receptive field; 4) accelerated training and inference speed. Hence, the proposed model, named the second version of Taylor formula expansion-based Transformer (for short MB-TaylorFormer V2) has the capability to concurrently process coarse-to-fine features, capture long-distance pixel interactions with limited computational cost, and improve the approximation of the Taylor expansion remainder. Experimental results across diverse image restoration benchmarks demonstrate that MB-TaylorFormer V2 achieves state-of-the-art performance in multiple image restoration tasks, such as image dehazing, deraining, desnowing, motion deblurring, and denoising, with very little computational overhead. The source code is available at https://github.com/FVL2020/MB-TaylorFormerV2.
comment: accepted by IEEE TPAMI
♻ ☆ Reconstruct Anything Model: a lightweight foundation model for computational imaging
Most existing learning-based methods for solving imaging inverse problems can be roughly divided into two classes: iterative algorithms, such as plug-and-play and diffusion methods, that leverage pretrained denoisers, and unrolled architectures that are trained end-to-end for specific imaging problems. Iterative methods in the first class are computationally costly and often provide suboptimal reconstruction performance, whereas unrolled architectures are generally specific to a single inverse problem and require expensive training. In this work, we propose a novel non-iterative, lightweight architecture that incorporates knowledge about the forward operator (acquisition physics and noise parameters) without relying on unrolling. Our model is trained to solve a wide range of inverse problems beyond denoising, including deblurring, magnetic resonance imaging, computed tomography, inpainting, and super-resolution. The proposed model can be easily adapted to unseen inverse problems or datasets with a few fine-tuning steps (up to a few images) in a self-supervised way, without ground-truth references. Throughout a series of experiments, we demonstrate state-of-the-art performance from medical imaging to low-photon imaging and microscopy.
NeRF 1
♻ ☆ Reconstructing Satellites in 3D from Amateur Telescope Images
Monitoring space objects is crucial for space situational awareness, yet reconstructing 3D satellite models from ground-based telescope images is challenging due to atmospheric turbulence, long observation distances, limited viewpoints, and low signal-to-noise ratios. In this paper, we propose a novel computational imaging framework that overcomes these obstacles by integrating a hybrid image pre-processing pipeline with a joint pose estimation and 3D reconstruction module based on controlled Gaussian Splatting (GS) and Branch-and-Bound (BnB) search. We validate our approach on both synthetic satellite datasets and on-sky observations of China's Tiangong Space Station and the International Space Station, achieving robust 3D reconstructions of low-Earth orbit satellites from ground-based data. Quantitative evaluations using SSIM, PSNR, LPIPS, and Chamfer Distance demonstrate that our method outperforms state-of-the-art NeRF-based approaches, and ablation studies confirm the critical role of each component. Our framework enables high-fidelity 3D satellite monitoring from Earth, offering a cost-effective alternative for space situational awareness. Project page: https://ai4scientificimaging.org/ReconstructingSatellites
Mesh 2
☆ Text To 3D Object Generation For Scalable Room Assembly ICLR 2025
Modern machine learning models for scene understanding, such as depth estimation and object tracking, rely on large, high-quality datasets that mimic real-world deployment scenarios. To address data scarcity, we propose an end-to-end system for synthetic data generation for scalable, high-quality, and customizable 3D indoor scenes. By integrating and adapting text-to-image and multi-view diffusion models with Neural Radiance Field-based meshing, this system generates highfidelity 3D object assets from text prompts and incorporates them into pre-defined floor plans using a rendering tool. By introducing novel loss functions and training strategies into existing methods, the system supports on-demand scene generation, aiming to alleviate the scarcity of current available data, generally manually crafted by artists. This system advances the role of synthetic data in addressing machine learning training limitations, enabling more robust and generalizable models for real-world applications.
comment: Published at the ICLR 2025 Workshop on Synthetic Data
♻ ☆ MaPa: Text-driven Photorealistic Material Painting for 3D Shapes
This paper aims to generate materials for 3D meshes from text descriptions. Unlike existing methods that synthesize texture maps, we propose to generate segment-wise procedural material graphs as the appearance representation, which supports high-quality rendering and provides substantial flexibility in editing. Instead of relying on extensive paired data, i.e., 3D meshes with material graphs and corresponding text descriptions, to train a material graph generative model, we propose to leverage the pre-trained 2D diffusion model as a bridge to connect the text and material graphs. Specifically, our approach decomposes a shape into a set of segments and designs a segment-controlled diffusion model to synthesize 2D images that are aligned with mesh parts. Based on generated images, we initialize parameters of material graphs and fine-tune them through the differentiable rendering module to produce materials in accordance with the textual description. Extensive experiments demonstrate the superior performance of our framework in photorealism, resolution, and editability over existing methods. Project page: https://zju3dv.github.io/MaPa
NeRF 1
♻ ☆ Dyn-E: Local Appearance Editing of Dynamic Neural Radiance Fields
Recently, the editing of neural radiance fields (NeRFs) has gained considerable attention, but most prior works focus on static scenes while research on the appearance editing of dynamic scenes is relatively lacking. In this paper, we propose a novel framework to edit the local appearance of dynamic NeRFs by manipulating pixels in a single frame of training video. Specifically, to locally edit the appearance of dynamic NeRFs while preserving unedited regions, we introduce a local surface representation of the edited region, which can be inserted into and rendered along with the original NeRF and warped to arbitrary other frames through a learned invertible motion representation network. By employing our method, users without professional expertise can easily add desired content to the appearance of a dynamic scene. We extensively evaluate our approach on various scenes and show that our approach achieves spatially and temporally consistent editing results. Notably, our approach is versatile and applicable to different variants of dynamic NeRF representations.
comment: project page: https://dyn-e.github.io/
IQA 1
☆ Towards Explainable Partial-AIGC Image Quality Assessment
The rapid advancement of AI-driven visual generation technologies has catalyzed significant breakthroughs in image manipulation, particularly in achieving photorealistic localized editing effects on natural scene images (NSIs). Despite extensive research on image quality assessment (IQA) for AI-generated images (AGIs), most studies focus on fully AI-generated outputs (e.g., text-to-image generation), leaving the quality assessment of partial-AIGC images (PAIs)-images with localized AI-driven edits an almost unprecedented field. Motivated by this gap, we construct the first large-scale PAI dataset towards explainable partial-AIGC image quality assessment (EPAIQA), the EPAIQA-15K, which includes 15K images with localized AI manipulation in different regions and over 300K multi-dimensional human ratings. Based on this, we leverage large multi-modal models (LMMs) and propose a three-stage model training paradigm. This paradigm progressively trains the LMM for editing region grounding, quantitative quality scoring, and quality explanation. Finally, we develop the EPAIQA series models, which possess explainable quality feedback capabilities. Our work represents a pioneering effort in the perceptual IQA field for comprehensive PAI quality assessment.
Mesh 2
☆ X2BR: High-Fidelity 3D Bone Reconstruction from a Planar X-Ray Image with Hybrid Neural Implicit Methods
Accurate 3D bone reconstruction from a single planar X-ray remains a challenge due to anatomical complexity and limited input data. We propose X2BR, a hybrid neural implicit framework that combines continuous volumetric reconstruction with template-guided non-rigid registration. The core network, X2B, employs a ConvNeXt-based encoder to extract spatial features from X-rays and predict high-fidelity 3D bone occupancy fields without relying on statistical shape models. To further refine anatomical accuracy, X2BR integrates a patient-specific template mesh, constructed using YOLOv9-based detection and the SKEL biomechanical skeleton model. The coarse reconstruction is aligned to the template using geodesic-based coherent point drift, enabling anatomically consistent 3D bone volumes. Experimental results on a clinical dataset show that X2B achieves the highest numerical accuracy, with an IoU of 0.952 and Chamfer-L1 distance of 0.005, outperforming recent baselines including X2V and D2IM-Net. Building on this, X2BR incorporates anatomical priors via YOLOv9-based bone detection and biomechanical template alignment, leading to reconstructions that, while slightly lower in IoU (0.875), offer superior anatomical realism, especially in rib curvature and vertebral alignment. This numerical accuracy vs. visual consistency trade-off between X2B and X2BR highlights the value of hybrid frameworks for clinically relevant 3D reconstructions.
☆ Single View Garment Reconstruction Using Diffusion Mapping Via Pattern Coordinates
Reconstructing 3D clothed humans from images is fundamental to applications like virtual try-on, avatar creation, and mixed reality. While recent advances have enhanced human body recovery, accurate reconstruction of garment geometry -- especially for loose-fitting clothing -- remains an open challenge. We present a novel method for high-fidelity 3D garment reconstruction from single images that bridges 2D and 3D representations. Our approach combines Implicit Sewing Patterns (ISP) with a generative diffusion model to learn rich garment shape priors in a 2D UV space. A key innovation is our mapping model that establishes correspondences between 2D image pixels, UV pattern coordinates, and 3D geometry, enabling joint optimization of both 3D garment meshes and the corresponding 2D patterns by aligning learned priors with image observations. Despite training exclusively on synthetically simulated cloth data, our method generalizes effectively to real-world images, outperforming existing approaches on both tight- and loose-fitting garments. The reconstructed garments maintain physical plausibility while capturing fine geometric details, enabling downstream applications including garment retargeting and texture manipulation.
NeRF 3
☆ HAL-NeRF: High Accuracy Localization Leveraging Neural Radiance Fields
Precise camera localization is a critical task in XR applications and robotics. Using only the camera captures as input to a system is an inexpensive option that enables localization in large indoor and outdoor environments, but it presents challenges in achieving high accuracy. Specifically, camera relocalization methods, such as Absolute Pose Regression (APR), can localize cameras with a median translation error of more than $0.5m$ in outdoor scenes. This paper presents HAL-NeRF, a high-accuracy localization method that combines a CNN pose regressor with a refinement module based on a Monte Carlo particle filter. The Nerfacto model, an implementation of Neural Radiance Fields (NeRFs), is used to augment the data for training the pose regressor and to measure photometric loss in the particle filter refinement module. HAL-NeRF leverages Nerfacto's ability to synthesize high-quality novel views, significantly improving the performance of the localization pipeline. HAL-NeRF achieves state-of-the-art results that are conventionally measured as the average of the median per scene errors. The translation error was $0.025m$ and the rotation error was $0.59$ degrees and 0.04m and 0.58 degrees on the 7-Scenes dataset and Cambridge Landmarks datasets respectively, with the trade-off of increased computational time. This work highlights the potential of combining APR with NeRF-based refinement techniques to advance monocular camera relocalization accuracy.
comment: 8 pages, 4 figures
♻ ☆ SplatMAP: Online Dense Monocular SLAM with 3D Gaussian Splatting
Achieving high-fidelity 3D reconstruction from monocular video remains challenging due to the inherent limitations of traditional methods like Structure-from-Motion (SfM) and monocular SLAM in accurately capturing scene details. While differentiable rendering techniques such as Neural Radiance Fields (NeRF) address some of these challenges, their high computational costs make them unsuitable for real-time applications. Additionally, existing 3D Gaussian Splatting (3DGS) methods often focus on photometric consistency, neglecting geometric accuracy and failing to exploit SLAM's dynamic depth and pose updates for scene refinement. We propose a framework integrating dense SLAM with 3DGS for real-time, high-fidelity dense reconstruction. Our approach introduces SLAM-Informed Adaptive Densification, which dynamically updates and densifies the Gaussian model by leveraging dense point clouds from SLAM. Additionally, we incorporate Geometry-Guided Optimization, which combines edge-aware geometric constraints and photometric consistency to jointly optimize the appearance and geometry of the 3DGS scene representation, enabling detailed and accurate SLAM mapping reconstruction. Experiments on the Replica and TUM-RGBD datasets demonstrate the effectiveness of our approach, achieving state-of-the-art results among monocular systems. Specifically, our method achieves a PSNR of 36.864, SSIM of 0.985, and LPIPS of 0.040 on Replica, representing improvements of 10.7%, 6.4%, and 49.4%, respectively, over the previous SOTA. On TUM-RGBD, our method outperforms the closest baseline by 10.2%, 6.6%, and 34.7% in the same metrics. These results highlight the potential of our framework in bridging the gap between photometric and geometric dense 3D scene representations, paving the way for practical and efficient monocular dense reconstruction.
♻ ☆ E-3DGS: Gaussian Splatting with Exposure and Motion Events
Achieving 3D reconstruction from images captured under optimal conditions has been extensively studied in the vision and imaging fields. However, in real-world scenarios, challenges such as motion blur and insufficient illumination often limit the performance of standard frame-based cameras in delivering high-quality images. To address these limitations, we incorporate a transmittance adjustment device at the hardware level, enabling event cameras to capture both motion and exposure events for diverse 3D reconstruction scenarios. Motion events (triggered by camera or object movement) are collected in fast-motion scenarios when the device is inactive, while exposure events (generated through controlled camera exposure) are captured during slower motion to reconstruct grayscale images for high-quality training and optimization of event-based 3D Gaussian Splatting (3DGS). Our framework supports three modes: High-Quality Reconstruction using exposure events, Fast Reconstruction relying on motion events, and Balanced Hybrid optimizing with initial exposure events followed by high-speed motion events. On the EventNeRF dataset, we demonstrate that exposure events significantly improve fine detail reconstruction compared to motion events and outperform frame-based cameras under challenging conditions such as low illumination and overexposure. Furthermore, we introduce EME-3D, a real-world 3D dataset with exposure events, motion events, camera calibration parameters, and sparse point clouds. Our method achieves faster and higher-quality reconstruction than event-based NeRF and is more cost-effective than methods combining event and RGB data. E-3DGS sets a new benchmark for event-based 3D reconstruction with robust performance in challenging conditions and lower hardware demands. The source code and dataset will be available at https://github.com/MasterHow/E-3DGS.
comment: Accepted to Applied Optics (AO). The source code and dataset will be available at https://github.com/MasterHow/E-3DGS
HDR 1
☆ High Dynamic Range Modulo Imaging for Robust Object Detection in Autonomous Driving
Object detection precision is crucial for ensuring the safety and efficacy of autonomous driving systems. The quality of acquired images directly influences the ability of autonomous driving systems to correctly recognize and respond to other vehicles, pedestrians, and obstacles in real-time. However, real environments present extreme variations in lighting, causing saturation problems and resulting in the loss of crucial details for detection. Traditionally, High Dynamic Range (HDR) images have been preferred for their ability to capture a broad spectrum of light intensities, but the need for multiple captures to construct HDR images is inefficient for real-time applications in autonomous vehicles. To address these issues, this work introduces the use of modulo sensors for robust object detection. The modulo sensor allows pixels to `reset/wrap' upon reaching saturation level by acquiring an irradiance encoding image which can then be recovered using unwrapping algorithms. The applied reconstruction techniques enable HDR recovery of color intensity and image details, ensuring better visual quality even under extreme lighting conditions at the cost of extra time. Experiments with the YOLOv10 model demonstrate that images processed using modulo images achieve performance comparable to HDR images and significantly surpass saturated images in terms of object detection accuracy. Moreover, the proposed modulo imaging step combined with HDR image reconstruction is shorter than the time required for conventional HDR image acquisition.
Mesh 1
♻ ☆ Multi-view Hybrid Graph Convolutional Network for Volume-to-mesh Reconstruction in Cardiovascular MRI
Cardiovascular magnetic resonance imaging is emerging as a crucial tool to examine cardiac morphology and function. Essential to this endeavour are anatomical 3D surface and volumetric meshes derived from CMR images, which facilitate computational anatomy studies, biomarker discovery, and in-silico simulations. Traditional approaches typically follow complex multi-step pipelines, first segmenting images and then reconstructing meshes, making them time-consuming and prone to error propagation. In response, we introduce HybridVNet, a novel architecture for direct image-to-mesh extraction seamlessly integrating standard convolutional neural networks with graph convolutions, which we prove can efficiently handle surface and volumetric meshes by encoding them as graph structures. To further enhance accuracy, we propose a multi-view HybridVNet architecture which processes both long axis and short axis CMR, showing that it can increase the performance of cardiac MR mesh generation. Our model combines traditional convolutional networks with variational graph generative models, deep supervision and mesh-specific regularisation. Experiments on a comprehensive dataset from the UK Biobank confirm the potential of HybridVNet to significantly advance cardiac imaging and computational cardiology by efficiently generating high-fidelity meshes from CMR images. Multi-view HybridVNet outperforms the state-of-the-art, achieving improvements of up to $\sim$27\% reduction in Mean Contour Distance (from 1.86 mm to 1.35 mm for the LV Myocardium), up to $\sim$18\% improvement in Hausdorff distance (from 4.74 mm to 3.89mm, for the LV Endocardium), and up to $\sim$8\% in Dice Coefficient (from 0.78 to 0.84, for the LV Myocardium), highlighting its superior accuracy.
HDR 1
☆ S2R-HDR: A Large-Scale Rendered Dataset for HDR Fusion
The generalization of learning-based high dynamic range (HDR) fusion is often limited by the availability of training data, as collecting large-scale HDR images from dynamic scenes is both costly and technically challenging. To address these challenges, we propose S2R-HDR, the first large-scale high-quality synthetic dataset for HDR fusion, with 24,000 HDR samples. Using Unreal Engine 5, we design a diverse set of realistic HDR scenes that encompass various dynamic elements, motion types, high dynamic range scenes, and lighting. Additionally, we develop an efficient rendering pipeline to generate realistic HDR images. To further mitigate the domain gap between synthetic and real-world data, we introduce S2R-Adapter, a domain adaptation designed to bridge this gap and enhance the generalization ability of models. Experimental results on real-world datasets demonstrate that our approach achieves state-of-the-art HDR reconstruction performance. Dataset and code will be available at https://openimaginglab.github.io/S2R-HDR.
comment: https://openimaginglab.github.io/S2R-HDR
Deblur 1
☆ X-DECODE: EXtreme Deblurring with Curriculum Optimization and Domain Equalization
Restoring severely blurred images remains a significant challenge in computer vision, impacting applications in autonomous driving, medical imaging, and photography. This paper introduces a novel training strategy based on curriculum learning to improve the robustness of deep learning models for extreme image deblurring. Unlike conventional approaches that train on only low to moderate blur levels, our method progressively increases the difficulty by introducing images with higher blur severity over time, allowing the model to adapt incrementally. Additionally, we integrate perceptual and hinge loss during training to enhance fine detail restoration and improve training stability. We experimented with various curriculum learning strategies and explored the impact of the train-test domain gap on the deblurring performance. Experimental results on the Extreme-GoPro dataset showed that our method outperforms the next best method by 14% in SSIM, whereas experiments on the Extreme-KITTI dataset showed that our method outperforms the next best by 18% in SSIM. Ablation studies showed that a linear curriculum progression outperforms step-wise, sigmoid, and exponential progressions, while hyperparameter settings such as the training blur percentage and loss function formulation all play important roles in addressing extreme blur artifacts. Datasets and code are available at https://github.com/RAPTOR-MSSTATE/XDECODE
Mesh 2
☆ InstantSticker: Realistic Decal Blending via Disentangled Object Reconstruction AAAI 2025
We present InstantSticker, a disentangled reconstruction pipeline based on Image-Based Lighting (IBL), which focuses on highly realistic decal blending, simulates stickers attached to the reconstructed surface, and allows for instant editing and real-time rendering. To achieve stereoscopic impression of the decal, we introduce shadow factor into IBL, which can be adaptively optimized during training. This allows the shadow brightness of surfaces to be accurately decomposed rather than baked into the diffuse color, ensuring that the edited texture exhibits authentic shading. To address the issues of warping and blurriness in previous methods, we apply As-Rigid-As-Possible (ARAP) parameterization to pre-unfold a specified area of the mesh and use the local UV mapping combined with a neural texture map to enhance the ability to express high-frequency details in that area. For instant editing, we utilize the Disney BRDF model, explicitly defining material colors with 3-channel diffuse albedo. This enables instant replacement of albedo RGB values during the editing process, avoiding the prolonged optimization required in previous approaches. In our experiment, we introduce the Ratio Variance Warping (RVW) metric to evaluate the local geometric warping of the decal area. Extensive experimental results demonstrate that our method surpasses previous decal blending methods in terms of editing quality, editing speed and rendering speed, achieving the state-of-the-art.
comment: Accepted by AAAI 2025
♻ ☆ Mesh Mamba: A Unified State Space Model for Saliency Prediction in Non-Textured and Textured Meshes CVPR 2025
Mesh saliency enhances the adaptability of 3D vision by identifying and emphasizing regions that naturally attract visual attention. To investigate the interaction between geometric structure and texture in shaping visual attention, we establish a comprehensive mesh saliency dataset, which is the first to systematically capture the differences in saliency distribution under both textured and non-textured visual conditions. Furthermore, we introduce mesh Mamba, a unified saliency prediction model based on a state space model (SSM), designed to adapt across various mesh types. Mesh Mamba effectively analyzes the geometric structure of the mesh while seamlessly incorporating texture features into the topological framework, ensuring coherence throughout appearance-enhanced modeling. More importantly, by subgraph embedding and a bidirectional SSM, the model enables global context modeling for both local geometry and texture, preserving the topological structure and improving the understanding of visual details and structural complexity. Through extensive theoretical and empirical validation, our model not only improves performance across various mesh types but also demonstrates high scalability and versatility, particularly through cross validations of various visual features.
comment: to be published in CVPR 2025
NeRF 4
☆ Wheat3DGS: In-field 3D Reconstruction, Instance Segmentation and Phenotyping of Wheat Heads with Gaussian Splatting CVPR
Automated extraction of plant morphological traits is crucial for supporting crop breeding and agricultural management through high-throughput field phenotyping (HTFP). Solutions based on multi-view RGB images are attractive due to their scalability and affordability, enabling volumetric measurements that 2D approaches cannot directly capture. While advanced methods like Neural Radiance Fields (NeRFs) have shown promise, their application has been limited to counting or extracting traits from only a few plants or organs. Furthermore, accurately measuring complex structures like individual wheat heads-essential for studying crop yields-remains particularly challenging due to occlusions and the dense arrangement of crop canopies in field conditions. The recent development of 3D Gaussian Splatting (3DGS) offers a promising alternative for HTFP due to its high-quality reconstructions and explicit point-based representation. In this paper, we present Wheat3DGS, a novel approach that leverages 3DGS and the Segment Anything Model (SAM) for precise 3D instance segmentation and morphological measurement of hundreds of wheat heads automatically, representing the first application of 3DGS to HTFP. We validate the accuracy of wheat head extraction against high-resolution laser scan data, obtaining per-instance mean absolute percentage errors of 15.1%, 18.3%, and 40.2% for length, width, and volume. We provide additional comparisons to NeRF-based approaches and traditional Muti-View Stereo (MVS), demonstrating superior results. Our approach enables rapid, non-destructive measurements of key yield-related traits at scale, with significant implications for accelerating crop breeding and improving our understanding of wheat development.
comment: Copyright 2025 IEEE. This is the author's version of the work. It is posted here for your personal use. Not for redistribution. The definitive version is published in the 2025 IEEE/CVF Conference on Computer Vision and Pattern Recognition Workshops (CVPRW)
☆ SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering
Reconstructing 3D assets from images, known as inverse rendering (IR), remains a challenging task due to its ill-posed nature. 3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities for novel view synthesis (NVS) tasks. Methods apply it to relighting by separating radiance into BRDF parameters and lighting, yet produce inferior relighting quality with artifacts and unnatural indirect illumination due to the limited capability of each Gaussian, which has constant material parameters and normal, alongside the absence of physical constraints for indirect lighting. In this paper, we present a novel framework called Spatially-vayring Gaussian Inverse Rendering (SVG-IR), aimed at enhancing both NVS and relighting quality. To this end, we propose a new representation-Spatially-varying Gaussian (SVG)-that allows per-Gaussian spatially varying parameters. This enhanced representation is complemented by a SVG splatting scheme akin to vertex/fragment shading in traditional graphics pipelines. Furthermore, we integrate a physically-based indirect lighting model, enabling more realistic relighting. The proposed SVG-IR framework significantly improves rendering quality, outperforming state-of-the-art NeRF-based methods by 2.5 dB in peak signal-to-noise ratio (PSNR) and surpassing existing Gaussian-based techniques by 3.5 dB in relighting tasks, all while maintaining a real-time rendering speed.
♻ ☆ FIORD: A Fisheye Indoor-Outdoor Dataset with LIDAR Ground Truth for 3D Scene Reconstruction and Benchmarking SC
The development of large-scale 3D scene reconstruction and novel view synthesis methods mostly rely on datasets comprising perspective images with narrow fields of view (FoV). While effective for small-scale scenes, these datasets require large image sets and extensive structure-from-motion (SfM) processing, limiting scalability. To address this, we introduce a fisheye image dataset tailored for scene reconstruction tasks. Using dual 200-degree fisheye lenses, our dataset provides full 360-degree coverage of 5 indoor and 5 outdoor scenes. Each scene has sparse SfM point clouds and precise LIDAR-derived dense point clouds that can be used as geometric ground-truth, enabling robust benchmarking under challenging conditions such as occlusions and reflections. While the baseline experiments focus on vanilla Gaussian Splatting and NeRF based Nerfacto methods, the dataset supports diverse approaches for scene reconstruction, novel view synthesis, and image-based rendering.
comment: SCIA 2025
♻ ☆ NeuRadar: Neural Radiance Fields for Automotive Radar Point Clouds
Radar is an important sensor for autonomous driving (AD) systems due to its robustness to adverse weather and different lighting conditions. Novel view synthesis using neural radiance fields (NeRFs) has recently received considerable attention in AD due to its potential to enable efficient testing and validation but remains unexplored for radar point clouds. In this paper, we present NeuRadar, a NeRF-based model that jointly generates radar point clouds, camera images, and lidar point clouds. We explore set-based object detection methods such as DETR, and propose an encoder-based solution grounded in the NeRF geometry for improved generalizability. We propose both a deterministic and a probabilistic point cloud representation to accurately model the radar behavior, with the latter being able to capture radar's stochastic behavior. We achieve realistic reconstruction results for two automotive datasets, establishing a baseline for NeRF-based radar point cloud simulation models. In addition, we release radar data for ZOD's Sequences and Drives to enable further research in this field. To encourage further development of radar NeRFs, we release the source code for NeuRadar.
SDF 1
♻ ☆ ND-SDF: Learning Normal Deflection Fields for High-Fidelity Indoor Reconstruction
Neural implicit reconstruction via volume rendering has demonstrated its effectiveness in recovering dense 3D surfaces. However, it is non-trivial to simultaneously recover meticulous geometry and preserve smoothness across regions with differing characteristics. To address this issue, previous methods typically employ geometric priors, which are often constrained by the performance of the prior models. In this paper, we propose ND-SDF, which learns a Normal Deflection field to represent the angular deviation between the scene normal and the prior normal. Unlike previous methods that uniformly apply geometric priors on all samples, introducing significant bias in accuracy, our proposed normal deflection field dynamically learns and adapts the utilization of samples based on their specific characteristics, thereby improving both the accuracy and effectiveness of the model. Our method not only obtains smooth weakly textured regions such as walls and floors but also preserves the geometric details of complex structures. In addition, we introduce a novel ray sampling strategy based on the deflection angle to facilitate the unbiased rendering process, which significantly improves the quality and accuracy of intricate surfaces, especially on thin structures. Consistent improvements on various challenging datasets demonstrate the superiority of our method.
Mesh 2
☆ QEMesh: Employing A Quadric Error Metrics-Based Representation for Mesh Generation
Mesh generation plays a crucial role in 3D content creation, as mesh is widely used in various industrial applications. Recent works have achieved impressive results but still face several issues, such as unrealistic patterns or pits on surfaces, thin parts missing, and incomplete structures. Most of these problems stem from the choice of shape representation or the capabilities of the generative network. To alleviate these, we extend PoNQ, a Quadric Error Metrics (QEM)-based representation, and propose a novel model, QEMesh, for high-quality mesh generation. PoNQ divides the shape surface into tiny patches, each represented by a point with its normal and QEM matrix, which preserves fine local geometry information. In our QEMesh, we regard these elements as generable parameters and design a unique latent diffusion model containing a novel multi-decoder VAE for PoNQ parameters generation. Given the latent code generated by the diffusion model, three parameter decoders produce several PoNQ parameters within each voxel cell, and an occupancy decoder predicts which voxel cells containing parameters to form the final shape. Extensive evaluations demonstrate that our method generates results with watertight surfaces and is comparable to state-of-the-art methods in several main metrics.
comment: Accepted by International Conference on Multimedia and Expo
♻ ☆ GenCAD: Image-Conditioned Computer-Aided Design Generation with Transformer-Based Contrastive Representation and Diffusion Priors
The creation of manufacturable and editable 3D shapes through Computer-Aided Design (CAD) remains a highly manual and time-consuming task, hampered by the complex topology of boundary representations of 3D solids and unintuitive design tools. While most work in the 3D shape generation literature focuses on representations like meshes, voxels, or point clouds, practical engineering applications demand the modifiability and manufacturability of CAD models and the ability for multi-modal conditional CAD model generation. This paper introduces GenCAD, a generative model that employs autoregressive transformers with a contrastive learning framework and latent diffusion models to transform image inputs into parametric CAD command sequences, resulting in editable 3D shape representations. Extensive evaluations demonstrate that GenCAD significantly outperforms existing state-of-the-art methods in terms of the unconditional and conditional generations of CAD models. Additionally, the contrastive learning framework of GenCAD facilitates the retrieval of CAD models using image queries from large CAD databases, which is a critical challenge within the CAD community. Our results provide a significant step forward in highlighting the potential of generative models to expedite the entire design-to-production pipeline and seamlessly integrate different design modalities.
comment: 24 pages, 13 figures
NeRF 3
☆ SE4Lip: Speech-Lip Encoder for Talking Head Synthesis to Solve Phoneme-Viseme Alignment Ambiguity
Speech-driven talking head synthesis tasks commonly use general acoustic features (such as HuBERT and DeepSpeech) as guided speech features. However, we discovered that these features suffer from phoneme-viseme alignment ambiguity, which refers to the uncertainty and imprecision in matching phonemes (speech) with visemes (lip). To address this issue, we propose the Speech Encoder for Lip (SE4Lip) to encode lip features from speech directly, aligning speech and lip features in the joint embedding space by a cross-modal alignment framework. The STFT spectrogram with the GRU-based model is designed in SE4Lip to preserve the fine-grained speech features. Experimental results show that SE4Lip achieves state-of-the-art performance in both NeRF and 3DGS rendering models. Its lip sync accuracy improves by 13.7% and 14.2% compared to the best baseline and produces results close to the ground truth videos.
☆ InvNeRF-Seg: Fine-Tuning a Pre-Trained NeRF for 3D Object Segmentation
Neural Radiance Fields (NeRF) have been widely adopted for reconstructing high quality 3D point clouds from 2D RGB images. However, the segmentation of these reconstructed 3D scenes is more essential for downstream tasks such as object counting, size estimation, and scene understanding. While segmentation on raw 3D point clouds using deep learning requires labor intensive and time-consuming manual annotation, directly training NeRF on binary masks also fails due to the absence of color and shading cues essential for geometry learning. We propose Invariant NeRF for Segmentation (InvNeRFSeg), a two step, zero change fine tuning strategy for 3D segmentation. We first train a standard NeRF on RGB images and then fine tune it using 2D segmentation masks without altering either the model architecture or loss function. This approach produces higher quality, cleaner segmented point clouds directly from the refined radiance field with minimal computational overhead or complexity. Field density analysis reveals consistent semantic refinement: densities of object regions increase while background densities are suppressed, ensuring clean and interpretable segmentations. We demonstrate InvNeRFSegs superior performance over both SA3D and FruitNeRF on both synthetic fruit and real world soybean datasets. This approach effectively extends 2D segmentation to high quality 3D segmentation.
♻ ☆ DCSEG: Decoupled 3D Open-Set Segmentation using Gaussian Splatting CVPR
Open-set 3D segmentation represents a major point of interest for multiple downstream robotics and augmented/virtual reality applications. We present a decoupled 3D segmentation pipeline to ensure modularity and adaptability to novel 3D representations as well as semantic segmentation foundation models. We first reconstruct a scene with 3D Gaussians and learn class-agnostic features through contrastive supervision from a 2D instance proposal network. These 3D features are then clustered to form coarse object- or part-level masks. Finally, we match each 3D cluster to class-aware masks predicted by a 2D open-vocabulary segmentation model, assigning semantic labels without retraining the 3D representation. Our decoupled design (1) provides a plug-and-play interface for swapping different 2D or 3D modules, (2) ensures multi-object instance segmentation at no extra cost, and (3) leverages rich 3D geometry for robust scene understanding. We evaluate on synthetic and real-world indoor datasets, demonstrating improved performance over comparable NeRF-based pipelines on mIoU and mAcc, particularly for challenging or long-tail classes. We also show how varying the 2D backbone affects the final segmentation, highlighting the modularity of our framework. These results confirm that decoupling 3D mask proposal and semantic classification can deliver flexible, efficient, and open-vocabulary 3D segmentation.
comment: To be published in CVPR Workshop on Open-World 3D Scene Understanding with Foundation Models
IQA 1
♻ ☆ Parameter choices in HaarPSI for IQA with medical images
When developing machine learning models, image quality assessment (IQA) measures are a crucial component for the evaluation of obtained output images. However, commonly used full-reference IQA (FR-IQA) measures have been primarily developed and optimized for natural images. In many specialized settings, such as medical images, this poses an often overlooked problem regarding suitability. In previous studies, the FR-IQA measure HaarPSI showed promising behavior regarding generalizability. The measure is based on Haar wavelet representations and the framework allows optimization of two parameters. So far, these parameters have been aligned for natural images. Here, we optimize these parameters for two medical image data sets, a photoacoustic and a chest X-ray data set, with IQA expert ratings. We observe that they lead to similar parameter values, different to the natural image data, and are more sensitive to parameter changes. We denote the novel optimized setting as HaarPSI$_{MED}$, which improves the performance of the employed medical images significantly (p<0.05). Additionally, we include an independent CT test data set that illustrates the generalizability of HaarPSI$_{MED}$, as well as visual examples that qualitatively demonstrate the improvement. The results suggest that adapting common IQA measures within their frameworks for medical images can provide a valuable, generalizable addition to employment of more specific task-based measures.
comment: Main Paper: 5 pages, 3 figures, 2 tables. Supplemental Material: 4 pages, 2 figures, 4 tables
Deblur 1
☆ AstroClearNet: Deep image prior for multi-frame astronomical image restoration
Recovering high-fidelity images of the night sky from blurred observations is a fundamental problem in astronomy, where traditional methods typically fall short. In ground-based astronomy, combining multiple exposures to enhance signal-to-noise ratios is further complicated by variations in the point-spread function caused by atmospheric turbulence. In this work, we present a self-supervised multi-frame method, based on deep image priors, for denoising, deblurring, and coadding ground-based exposures. Central to our approach is a carefully designed convolutional neural network that integrates information across multiple observations and enforces physically motivated constraints. We demonstrate the method's potential by processing Hyper Suprime-Cam exposures, yielding promising preliminary results with sharper restored images.
SDF 1
♻ ☆ Factored-NeuS: Reconstructing Surfaces, Illumination, and Materials of Possibly Glossy Objects CVPR 2025
We develop a method that recovers the surface, materials, and illumination of a scene from its posed multi-view images. In contrast to prior work, it does not require any additional data and can handle glossy objects or bright lighting. It is a progressive inverse rendering approach, which consists of three stages. In the first stage, we reconstruct the scene radiance and signed distance function (SDF) with a novel regularization strategy for specular reflections. We propose to explain a pixel color using both surface and volume rendering jointly, which allows for handling complex view-dependent lighting effects for surface reconstruction. In the second stage, we distill light visibility and indirect illumination from the learned SDF and radiance field using learnable mapping functions. Finally, we design a method for estimating the ratio of incoming direct light reflected in a specular manner and use it to reconstruct the materials and direct illumination. Experimental results demonstrate that the proposed method outperforms the current state-of-the-art in recovering surfaces, materials, and lighting without relying on any additional data.
comment: CVPR 2025; 22 Pages; Project page: https://yiqun-wang.github.io/Factored-NeuS/
Mesh 4
☆ Texture2LoD3: Enabling LoD3 Building Reconstruction With Panoramic Images CVPR
Despite recent advancements in surface reconstruction, Level of Detail (LoD) 3 building reconstruction remains an unresolved challenge. The main issue pertains to the object-oriented modelling paradigm, which requires georeferencing, watertight geometry, facade semantics, and low-poly representation -- Contrasting unstructured mesh-oriented models. In Texture2LoD3, we introduce a novel method leveraging the ubiquity of 3D building model priors and panoramic street-level images, enabling the reconstruction of LoD3 building models. We observe that prior low-detail building models can serve as valid planar targets for ortho-rectifying street-level panoramic images. Moreover, deploying segmentation on accurately textured low-level building surfaces supports maintaining essential georeferencing, watertight geometry, and low-poly representation for LoD3 reconstruction. In the absence of LoD3 validation data, we additionally introduce the ReLoD3 dataset, on which we experimentally demonstrate that our method leads to improved facade segmentation accuracy by 11% and can replace costly manual projections. We believe that Texture2LoD3 can scale the adoption of LoD3 models, opening applications in estimating building solar potential or enhancing autonomous driving simulations. The project website, code, and data are available here: https://wenzhaotang.github.io/Texture2LoD3/.
comment: Accepted for CVPRW '25
☆ CloSE: A Compact Shape- and Orientation-Agnostic Cloth State Representation
Cloth manipulation is a difficult problem mainly because of the non-rigid nature of cloth, which makes a good representation of deformation essential. We present a new representation for the deformation-state of clothes. First, we propose the dGLI disk representation, based on topological indices computed for segments on the edges of the cloth mesh border that are arranged on a circular grid. The heat-map of the dGLI disk uncovers patterns that correspond to features of the cloth state that are consistent for different shapes, sizes of positions of the cloth, like the corners and the fold locations. We then abstract these important features from the dGLI disk onto a circle, calling it the Cloth StatE representation (CloSE). This representation is compact, continuous, and general for different shapes. Finally, we show the strengths of this representation in two relevant applications: semantic labeling and high- and low-level planning. The code, the dataset and the video can be accessed from : https://jaykamat99.github.io/close-representation
☆ SMF: Template-free and Rig-free Animation Transfer using Kinetic Codes
Animation retargeting involves applying a sparse motion description (e.g., 2D/3D keypoint sequences) to a given character mesh to produce a semantically plausible and temporally coherent full-body motion. Existing approaches come with a mix of restrictions - they require annotated training data, assume access to template-based shape priors or artist-designed deformation rigs, suffer from limited generalization to unseen motion and/or shapes, or exhibit motion jitter. We propose Self-supervised Motion Fields (SMF) as a self-supervised framework that can be robustly trained with sparse motion representations, without requiring dataset specific annotations, templates, or rigs. At the heart of our method are Kinetic Codes, a novel autoencoder-based sparse motion encoding, that exposes a semantically rich latent space simplifying large-scale training. Our architecture comprises dedicated spatial and temporal gradient predictors, which are trained end-to-end. The resultant network, regularized by the Kinetic Codes's latent space, has good generalization across shapes and motions. We evaluated our method on unseen motion sampled from AMASS, D4D, Mixamo, and raw monocular video for animation transfer on various characters with varying shapes and topology. We report a new SoTA on the AMASS dataset in the context of generalization to unseen motion. Project webpage at https://motionfields.github.io/
♻ ☆ TetSphere Splatting: Representing High-Quality Geometry with Lagrangian Volumetric Meshes
We introduce TetSphere Splatting, a Lagrangian geometry representation designed for high-quality 3D shape modeling. TetSphere splatting leverages an underused yet powerful geometric primitive -- volumetric tetrahedral meshes. It represents 3D shapes by deforming a collection of tetrahedral spheres, with geometric regularizations and constraints that effectively resolve common mesh issues such as irregular triangles, non-manifoldness, and floating artifacts. Experimental results on multi-view and single-view reconstruction highlight TetSphere splatting's superior mesh quality while maintaining competitive reconstruction accuracy compared to state-of-the-art methods. Additionally, TetSphere splatting demonstrates versatility by seamlessly integrating into generative modeling tasks, such as image-to-3D and text-to-3D generation.
NeRF 4
☆ DeclutterNeRF: Generative-Free 3D Scene Recovery for Occlusion Removal CVPR 2025
Recent novel view synthesis (NVS) techniques, including Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have greatly advanced 3D scene reconstruction with high-quality rendering and realistic detail recovery. Effectively removing occlusions while preserving scene details can further enhance the robustness and applicability of these techniques. However, existing approaches for object and occlusion removal predominantly rely on generative priors, which, despite filling the resulting holes, introduce new artifacts and blurriness. Moreover, existing benchmark datasets for evaluating occlusion removal methods lack realistic complexity and viewpoint variations. To address these issues, we introduce DeclutterSet, a novel dataset featuring diverse scenes with pronounced occlusions distributed across foreground, midground, and background, exhibiting substantial relative motion across viewpoints. We further introduce DeclutterNeRF, an occlusion removal method free from generative priors. DeclutterNeRF introduces joint multi-view optimization of learnable camera parameters, occlusion annealing regularization, and employs an explainable stochastic structural similarity loss, ensuring high-quality, artifact-free reconstructions from incomplete images. Experiments demonstrate that DeclutterNeRF significantly outperforms state-of-the-art methods on our proposed DeclutterSet, establishing a strong baseline for future research.
comment: Accepted by CVPR 2025 4th CV4Metaverse Workshop. 15 pages, 10 figures. Code and data at: https://github.com/wanzhouliu/declutter-nerf
♻ ☆ PBR-NeRF: Inverse Rendering with Physics-Based Neural Fields CVPR 2025
We tackle the ill-posed inverse rendering problem in 3D reconstruction with a Neural Radiance Field (NeRF) approach informed by Physics-Based Rendering (PBR) theory, named PBR-NeRF. Our method addresses a key limitation in most NeRF and 3D Gaussian Splatting approaches: they estimate view-dependent appearance without modeling scene materials and illumination. To address this limitation, we present an inverse rendering (IR) model capable of jointly estimating scene geometry, materials, and illumination. Our model builds upon recent NeRF-based IR approaches, but crucially introduces two novel physics-based priors that better constrain the IR estimation. Our priors are rigorously formulated as intuitive loss terms and achieve state-of-the-art material estimation without compromising novel view synthesis quality. Our method is easily adaptable to other inverse rendering and 3D reconstruction frameworks that require material estimation. We demonstrate the importance of extending current neural rendering approaches to fully model scene properties beyond geometry and view-dependent appearance. Code is publicly available at https://github.com/s3anwu/pbrnerf
comment: CVPR 2025. 16 pages, 7 figures. Code is publicly available at https://github.com/s3anwu/pbrnerf
♻ ☆ Neural Pruning for 3D Scene Reconstruction: Efficient NeRF Acceleration
Neural Radiance Fields (NeRF) have become a popular 3D reconstruction approach in recent years. While they produce high-quality results, they also demand lengthy training times, often spanning days. This paper studies neural pruning as a strategy to address these concerns. We compare pruning approaches, including uniform sampling, importance-based methods, and coreset-based techniques, to reduce the model size and speed up training. Our findings show that coreset-driven pruning can achieve a 50% reduction in model size and a 35% speedup in training, with only a slight decrease in accuracy. These results suggest that pruning can be an effective method for improving the efficiency of NeRF models in resource-limited settings.
comment: 12 pages, 4 figures, accepted by International Conference on the AI Revolution: Research, Ethics, and Society (AIR-RES 2025)
♻ ☆ ARC-NeRF: Area Ray Casting for Broader Unseen View Coverage in Few-shot Object Rendering CVPR 2025
Recent advancements in the Neural Radiance Field (NeRF) have enhanced its capabilities for novel view synthesis, yet its reliance on dense multi-view training images poses a practical challenge, often leading to artifacts and a lack of fine object details. Addressing this, we propose ARC-NeRF, an effective regularization-based approach with a novel Area Ray Casting strategy. While the previous ray augmentation methods are limited to covering only a single unseen view per extra ray, our proposed Area Ray covers a broader range of unseen views with just a single ray and enables an adaptive high-frequency regularization based on target pixel photo-consistency. Moreover, we propose luminance consistency regularization, which enhances the consistency of relative luminance between the original and Area Ray, leading to more accurate object textures. The relative luminance, as a free lunch extra data easily derived from RGB images, can be effectively utilized in few-shot scenarios where available training data is limited. Our ARC-NeRF outperforms its baseline and achieves competitive results on multiple benchmarks with sharply rendered fine details.
comment: CVPR 2025 Workshop: 4th Computer Vision for Metaverse Workshop
IQA 1
☆ Content-Distortion High-Order Interaction for Blind Image Quality Assessment
The content and distortion are widely recognized as the two primary factors affecting the visual quality of an image. While existing No-Reference Image Quality Assessment (NR-IQA) methods have modeled these factors, they fail to capture the complex interactions between content and distortions. This shortfall impairs their ability to accurately perceive quality. To confront this, we analyze the key properties required for interaction modeling and propose a robust NR-IQA approach termed CoDI-IQA (Content-Distortion high-order Interaction for NR-IQA), which aggregates local distortion and global content features within a hierarchical interaction framework. Specifically, a Progressive Perception Interaction Module (PPIM) is proposed to explicitly simulate how content and distortions independently and jointly influence image quality. By integrating internal interaction, coarse interaction, and fine interaction, it achieves high-order interaction modeling that allows the model to properly represent the underlying interaction patterns. To ensure sufficient interaction, multiple PPIMs are employed to hierarchically fuse multi-level content and distortion features at different granularities. We also tailor a training strategy suited for CoDI-IQA to maintain interaction stability. Extensive experiments demonstrate that the proposed method notably outperforms the state-of-the-art methods in terms of prediction accuracy, data efficiency, and generalization ability.
comment: 19 pages (main text: 14 pages + appendix: 5 pages), 9 figures, 23 tables. In submission
Mesh 1
☆ Thermoxels: a voxel-based method to generate simulation-ready 3D thermal models
In the European Union, buildings account for 42% of energy use and 35% of greenhouse gas emissions. Since most existing buildings will still be in use by 2050, retrofitting is crucial for emissions reduction. However, current building assessment methods rely mainly on qualitative thermal imaging, which limits data-driven decisions for energy savings. On the other hand, quantitative assessments using finite element analysis (FEA) offer precise insights but require manual CAD design, which is tedious and error-prone. Recent advances in 3D reconstruction, such as Neural Radiance Fields (NeRF) and Gaussian Splatting, enable precise 3D modeling from sparse images but lack clearly defined volumes and the interfaces between them needed for FEA. We propose Thermoxels, a novel voxel-based method able to generate FEA-compatible models, including both geometry and temperature, from a sparse set of RGB and thermal images. Using pairs of RGB and thermal images as input, Thermoxels represents a scene's geometry as a set of voxels comprising color and temperature information. After optimization, a simple process is used to transform Thermoxels' models into tetrahedral meshes compatible with FEA. We demonstrate Thermoxels' capability to generate RGB+Thermal meshes of 3D scenes, surpassing other state-of-the-art methods. To showcase the practical applications of Thermoxels' models, we conduct a simple heat conduction simulation using FEA, achieving convergence from an initial state defined by Thermoxels' thermal reconstruction. Additionally, we compare Thermoxels' image synthesis abilities with current state-of-the-art methods, showing competitive results, and discuss the limitations of existing metrics in assessing mesh quality.
comment: 7 pages, 2 figures
NeRF 1
☆ Thermoxels: a voxel-based method to generate simulation-ready 3D thermal models
In the European Union, buildings account for 42% of energy use and 35% of greenhouse gas emissions. Since most existing buildings will still be in use by 2050, retrofitting is crucial for emissions reduction. However, current building assessment methods rely mainly on qualitative thermal imaging, which limits data-driven decisions for energy savings. On the other hand, quantitative assessments using finite element analysis (FEA) offer precise insights but require manual CAD design, which is tedious and error-prone. Recent advances in 3D reconstruction, such as Neural Radiance Fields (NeRF) and Gaussian Splatting, enable precise 3D modeling from sparse images but lack clearly defined volumes and the interfaces between them needed for FEA. We propose Thermoxels, a novel voxel-based method able to generate FEA-compatible models, including both geometry and temperature, from a sparse set of RGB and thermal images. Using pairs of RGB and thermal images as input, Thermoxels represents a scene's geometry as a set of voxels comprising color and temperature information. After optimization, a simple process is used to transform Thermoxels' models into tetrahedral meshes compatible with FEA. We demonstrate Thermoxels' capability to generate RGB+Thermal meshes of 3D scenes, surpassing other state-of-the-art methods. To showcase the practical applications of Thermoxels' models, we conduct a simple heat conduction simulation using FEA, achieving convergence from an initial state defined by Thermoxels' thermal reconstruction. Additionally, we compare Thermoxels' image synthesis abilities with current state-of-the-art methods, showing competitive results, and discuss the limitations of existing metrics in assessing mesh quality.
comment: 7 pages, 2 figures
IQA 1
♻ ☆ FRAP: Faithful and Realistic Text-to-Image Generation with Adaptive Prompt Weighting
Text-to-image (T2I) diffusion models have demonstrated impressive capabilities in generating high-quality images given a text prompt. However, ensuring the prompt-image alignment remains a considerable challenge, i.e., generating images that faithfully align with the prompt's semantics. Recent works attempt to improve the faithfulness by optimizing the latent code, which potentially could cause the latent code to go out-of-distribution and thus produce unrealistic images. In this paper, we propose FRAP, a simple, yet effective approach based on adaptively adjusting the per-token prompt weights to improve prompt-image alignment and authenticity of the generated images. We design an online algorithm to adaptively update each token's weight coefficient, which is achieved by minimizing a unified objective function that encourages object presence and the binding of object-modifier pairs. Through extensive evaluations, we show FRAP generates images with significantly higher prompt-image alignment to prompts from complex datasets, while having a lower average latency compared to recent latent code optimization methods, e.g., 4 seconds faster than D&B on the COCO-Subject dataset. Furthermore, through visual comparisons and evaluation of the CLIP-IQA-Real metric, we show that FRAP not only improves prompt-image alignment but also generates more authentic images with realistic appearances. We also explore combining FRAP with prompt rewriting LLM to recover their degraded prompt-image alignment, where we observe improvements in both prompt-image alignment and image quality. We release the code at the following link: https://github.com/LiyaoJiang1998/FRAP/.
comment: TMLR 2025
SDF 1
♻ ☆ Details Enhancement in Unsigned Distance Field Learning for High-fidelity 3D Surface Reconstruction
While Signed Distance Fields (SDF) are well-established for modeling watertight surfaces, Unsigned Distance Fields (UDF) broaden the scope to include open surfaces and models with complex inner structures. Despite their flexibility, UDFs encounter significant challenges in high-fidelity 3D reconstruction, such as non-differentiability at the zero level set, difficulty in achieving the exact zero value, numerous local minima, vanishing gradients, and oscillating gradient directions near the zero level set. To address these challenges, we propose Details Enhanced UDF (DEUDF) learning that integrates normal alignment and the SIREN network for capturing fine geometric details, adaptively weighted Eikonal constraints to address vanishing gradients near the target surface, unconditioned MLP-based UDF representation to relax non-negativity constraints, and DCUDF for extracting the local minimal average distance surface. These strategies collectively stabilize the learning process from unoriented point clouds and enhance the accuracy of UDFs. Our computational results demonstrate that DEUDF outperforms existing UDF learning methods in both accuracy and the quality of reconstructed surfaces. Our source code is at https://github.com/GiliAI/DEUDF.
NeRF 1
♻ ☆ Expansive Supervision for Neural Radiance Field ICME 2025
Neural Radiance Field (NeRF) has achieved remarkable success in creating immersive media representations through its exceptional reconstruction capabilities. However, the computational demands of dense forward passes and volume rendering during training continue to challenge its real-world applications. In this paper, we introduce Expansive Supervision to reduce time and memory costs during NeRF training from the perspective of partial ray selection for supervision. Specifically, we observe that training errors exhibit a long-tail distribution correlated with image content. Based on this observation, our method selectively renders a small but crucial subset of pixels and expands their values to estimate errors across the entire area for each iteration. Compared to conventional supervision, our approach effectively bypasses redundant rendering processes, resulting in substantial reductions in both time and memory consumption. Experimental results demonstrate that integrating Expansive Supervision within existing state-of-the-art acceleration frameworks achieves 52% memory savings and 16% time savings while maintaining comparable visual quality.
comment: Accepted by ICME 2025
HDR 1
☆ Autoregressive High-Order Finite Difference Modulo Imaging: High-Dynamic Range for Computer Vision Applications
High dynamic range (HDR) imaging is vital for capturing the full range of light tones in scenes, essential for computer vision tasks such as autonomous driving. Standard commercial imaging systems face limitations in capacity for well depth, and quantization precision, hindering their HDR capabilities. Modulo imaging, based on unlimited sampling (US) theory, addresses these limitations by using a modulo analog-to-digital approach that resets signals upon saturation, enabling estimation of pixel resets through neighboring pixel intensities. Despite the effectiveness of (US) algorithms in one-dimensional signals, their optimization problem for two-dimensional signals remains unclear. This work formulates the US framework as an autoregressive $\ell_2$ phase unwrapping problem, providing computationally efficient solutions in the discrete cosine domain jointly with a stride removal algorithm also based on spatial differences. By leveraging higher-order finite differences for two-dimensional images, our approach enhances HDR image reconstruction from modulo images, demonstrating its efficacy in improving object detection in autonomous driving scenes without retraining.
Mesh 3
☆ Robust Human Registration with Body Part Segmentation on Noisy Point Clouds
Registering human meshes to 3D point clouds is essential for applications such as augmented reality and human-robot interaction but often yields imprecise results due to noise and background clutter in real-world data. We introduce a hybrid approach that incorporates body-part segmentation into the mesh fitting process, enhancing both human pose estimation and segmentation accuracy. Our method first assigns body part labels to individual points, which then guide a two-step SMPL-X fitting: initial pose and orientation estimation using body part centroids, followed by global refinement of the point cloud alignment. Additionally, we demonstrate that the fitted human mesh can refine body part labels, leading to improved segmentation. Evaluations on the cluttered and noisy real-world datasets InterCap, EgoBody, and BEHAVE show that our approach significantly outperforms prior methods in both pose estimation and segmentation accuracy. Code and results are available on our project website: https://segfit.github.io
☆ D-Garment: Physics-Conditioned Latent Diffusion for Dynamic Garment Deformations
Adjusting and deforming 3D garments to body shapes, body motion, and cloth material is an important problem in virtual and augmented reality. Applications are numerous, ranging from virtual change rooms to the entertainment and gaming industry. This problem is challenging as garment dynamics influence geometric details such as wrinkling patterns, which depend on physical input including the wearer's body shape and motion, as well as cloth material features. Existing work studies learning-based modeling techniques to generate garment deformations from example data, and physics-inspired simulators to generate realistic garment dynamics. We propose here a learning-based approach trained on data generated with a physics-based simulator. Compared to prior work, our 3D generative model learns garment deformations for loose cloth geometry, especially for large deformations and dynamic wrinkles driven by body motion and cloth material. Furthermore, the model can be efficiently fitted to observations captured using vision sensors. We propose to leverage the capability of diffusion models to learn fine-scale detail: we model the 3D garment in a 2D parameter space, and learn a latent diffusion model using this representation independent from the mesh resolution. This allows to condition global and local geometric information with body and material information. We quantitatively and qualitatively evaluate our method on both simulated data and data captured with a multi-view acquisition platform. Compared to strong baselines, our method is more accurate in terms of Chamfer distance.
comment: 11 pages, 7 figures
NeRFlex: Resource-aware Real-time High-quality Rendering of Complex Scenes on Mobile Devices
Neural Radiance Fields (NeRF) is a cutting-edge neural network-based technique for novel view synthesis in 3D reconstruction. However, its significant computational demands pose challenges for deployment on mobile devices. While mesh-based NeRF solutions have shown potential in achieving real-time rendering on mobile platforms, they often fail to deliver high-quality reconstructions when rendering practical complex scenes. Additionally, the non-negligible memory overhead caused by pre-computed intermediate results complicates their practical application. To overcome these challenges, we present NeRFlex, a resource-aware, high-resolution, real-time rendering framework for complex scenes on mobile devices. NeRFlex integrates mobile NeRF rendering with multi-NeRF representations that decompose a scene into multiple sub-scenes, each represented by an individual NeRF network. Crucially, NeRFlex considers both memory and computation constraints as first-class citizens and redesigns the reconstruction process accordingly. NeRFlex first designs a detail-oriented segmentation module to identify sub-scenes with high-frequency details. For each NeRF network, a lightweight profiler, built on domain knowledge, is used to accurately map configurations to visual quality and memory usage. Based on these insights and the resource constraints on mobile devices, NeRFlex presents a dynamic programming algorithm to efficiently determine configurations for all NeRF representations, despite the NP-hardness of the original decision problem. Extensive experiments on real-world datasets and mobile devices demonstrate that NeRFlex achieves real-time, high-quality rendering on commercial mobile devices.
comment: This paper is accepted by 45th IEEE International Conference on Distributed Computing Systems (ICDCS 2025)
NeRF 2
NeRFlex: Resource-aware Real-time High-quality Rendering of Complex Scenes on Mobile Devices
Neural Radiance Fields (NeRF) is a cutting-edge neural network-based technique for novel view synthesis in 3D reconstruction. However, its significant computational demands pose challenges for deployment on mobile devices. While mesh-based NeRF solutions have shown potential in achieving real-time rendering on mobile platforms, they often fail to deliver high-quality reconstructions when rendering practical complex scenes. Additionally, the non-negligible memory overhead caused by pre-computed intermediate results complicates their practical application. To overcome these challenges, we present NeRFlex, a resource-aware, high-resolution, real-time rendering framework for complex scenes on mobile devices. NeRFlex integrates mobile NeRF rendering with multi-NeRF representations that decompose a scene into multiple sub-scenes, each represented by an individual NeRF network. Crucially, NeRFlex considers both memory and computation constraints as first-class citizens and redesigns the reconstruction process accordingly. NeRFlex first designs a detail-oriented segmentation module to identify sub-scenes with high-frequency details. For each NeRF network, a lightweight profiler, built on domain knowledge, is used to accurately map configurations to visual quality and memory usage. Based on these insights and the resource constraints on mobile devices, NeRFlex presents a dynamic programming algorithm to efficiently determine configurations for all NeRF representations, despite the NP-hardness of the original decision problem. Extensive experiments on real-world datasets and mobile devices demonstrate that NeRFlex achieves real-time, high-quality rendering on commercial mobile devices.
comment: This paper is accepted by 45th IEEE International Conference on Distributed Computing Systems (ICDCS 2025)
♻ ☆ Enhancing Temporal Consistency in Video Editing by Reconstructing Videos with 3D Gaussian Splatting
Recent advancements in zero-shot video diffusion models have shown promise for text-driven video editing, but challenges remain in achieving high temporal consistency. To address this, we introduce Video-3DGS, a 3D Gaussian Splatting (3DGS)-based video refiner designed to enhance temporal consistency in zero-shot video editors. Our approach utilizes a two-stage 3D Gaussian optimizing process tailored for editing dynamic monocular videos. In the first stage, Video-3DGS employs an improved version of COLMAP, referred to as MC-COLMAP, which processes original videos using a Masked and Clipped approach. For each video clip, MC-COLMAP generates the point clouds for dynamic foreground objects and complex backgrounds. These point clouds are utilized to initialize two sets of 3D Gaussians (Frg-3DGS and Bkg-3DGS) aiming to represent foreground and background views. Both foreground and background views are then merged with a 2D learnable parameter map to reconstruct full views. In the second stage, we leverage the reconstruction ability developed in the first stage to impose the temporal constraints on the video diffusion model. To demonstrate the efficacy of Video-3DGS on both stages, we conduct extensive experiments across two related tasks: Video Reconstruction and Video Editing. Video-3DGS trained with 3k iterations significantly improves video reconstruction quality (+3 PSNR, +7 PSNR increase) and training efficiency (x1.9, x4.5 times faster) over NeRF-based and 3DGS-based state-of-art methods on DAVIS dataset, respectively. Moreover, it enhances video editing by ensuring temporal consistency across 58 dynamic monocular videos.
comment: Accepted to TMLR 2025. Project page at https://video-3dgs-project.github.io/
Deblur 1
♻ ☆ Gyro-based Neural Single Image Deblurring CVPR 2025
In this paper, we present GyroDeblurNet, a novel single-image deblurring method that utilizes a gyro sensor to resolve the ill-posedness of image deblurring. The gyro sensor provides valuable information about camera motion that can improve deblurring quality. However, exploiting real-world gyro data is challenging due to errors from various sources. To handle these errors, GyroDeblurNet is equipped with two novel neural network blocks: a gyro refinement block and a gyro deblurring block. The gyro refinement block refines the erroneous gyro data using the blur information from the input image. The gyro deblurring block removes blur from the input image using the refined gyro data and further compensates for gyro error by leveraging the blur information from the input image. For training a neural network with erroneous gyro data, we propose a training strategy based on the curriculum learning. We also introduce a novel gyro data embedding scheme to represent real-world intricate camera shakes. Finally, we present both synthetic and real-world datasets for training and evaluating gyro-based single image deblurring. Our experiments demonstrate that our approach achieves state-of-the-art deblurring quality by effectively utilizing erroneous gyro data.
comment: 10 pages, 10 figures, CVPR 2025
SDF 2
☆ RASP: Revisiting 3D Anamorphic Art for Shadow-Guided Packing of Irregular Objects CVPR
Recent advancements in learning-based methods have opened new avenues for exploring and interpreting art forms, such as shadow art, origami, and sketch art, through computational models. One notable visual art form is 3D Anamorphic Art in which an ensemble of arbitrarily shaped 3D objects creates a realistic and meaningful expression when observed from a particular viewpoint and loses its coherence over the other viewpoints. In this work, we build on insights from 3D Anamorphic Art to perform 3D object arrangement. We introduce RASP, a differentiable-rendering-based framework to arrange arbitrarily shaped 3D objects within a bounded volume via shadow (or silhouette)-guided optimization with an aim of minimal inter-object spacing and near-maximal occupancy. Furthermore, we propose a novel SDF-based formulation to handle inter-object intersection and container extrusion. We demonstrate that RASP can be extended to part assembly alongside object packing considering 3D objects to be "parts" of another 3D object. Finally, we present artistic illustrations of multi-view anamorphic art, achieving meaningful expressions from multiple viewpoints within a single ensemble.
comment: Conference on Computer Vision and Pattern Recognition (CVPR) 2025
♻ ☆ ArtFormer: Controllable Generation of Diverse 3D Articulated Objects CVPR 2025
This paper presents a novel framework for modeling and conditional generation of 3D articulated objects. Troubled by flexibility-quality tradeoffs, existing methods are often limited to using predefined structures or retrieving shapes from static datasets. To address these challenges, we parameterize an articulated object as a tree of tokens and employ a transformer to generate both the object's high-level geometry code and its kinematic relations. Subsequently, each sub-part's geometry is further decoded using a signed-distance-function (SDF) shape prior, facilitating the synthesis of high-quality 3D shapes. Our approach enables the generation of diverse objects with high-quality geometry and varying number of parts. Comprehensive experiments on conditional generation from text descriptions demonstrate the effectiveness and flexibility of our method.
comment: CVPR 2025. impl. repo: https://github.com/ShuYuMo2003/ArtFormer
Mesh 4
☆ DiSRT-In-Bed: Diffusion-Based Sim-to-Real Transfer Framework for In-Bed Human Mesh Recovery CVPR 2025
In-bed human mesh recovery can be crucial and enabling for several healthcare applications, including sleep pattern monitoring, rehabilitation support, and pressure ulcer prevention. However, it is difficult to collect large real-world visual datasets in this domain, in part due to privacy and expense constraints, which in turn presents significant challenges for training and deploying deep learning models. Existing in-bed human mesh estimation methods often rely heavily on real-world data, limiting their ability to generalize across different in-bed scenarios, such as varying coverings and environmental settings. To address this, we propose a Sim-to-Real Transfer Framework for in-bed human mesh recovery from overhead depth images, which leverages large-scale synthetic data alongside limited or no real-world samples. We introduce a diffusion model that bridges the gap between synthetic data and real data to support generalization in real-world in-bed pose and body inference scenarios. Extensive experiments and ablation studies validate the effectiveness of our framework, demonstrating significant improvements in robustness and adaptability across diverse healthcare scenarios.
comment: 16 pages, 19 figures. Accepted to CVPR 2025
♻ ☆ 3D Gaussian Splatting against Moving Objects for High-Fidelity Street Scene Reconstruction
The accurate reconstruction of dynamic street scenes is critical for applications in autonomous driving, augmented reality, and virtual reality. Traditional methods relying on dense point clouds and triangular meshes struggle with moving objects, occlusions, and real-time processing constraints, limiting their effectiveness in complex urban environments. While multi-view stereo and neural radiance fields have advanced 3D reconstruction, they face challenges in computational efficiency and handling scene dynamics. This paper proposes a novel 3D Gaussian point distribution method for dynamic street scene reconstruction. Our approach introduces an adaptive transparency mechanism that eliminates moving objects while preserving high-fidelity static scene details. Additionally, iterative refinement of Gaussian point distribution enhances geometric accuracy and texture representation. We integrate directional encoding with spatial position optimization to optimize storage and rendering efficiency, reducing redundancy while maintaining scene integrity. Experimental results demonstrate that our method achieves high reconstruction quality, improved rendering performance, and adaptability in large-scale dynamic environments. These contributions establish a robust framework for real-time, high-precision 3D reconstruction, advancing the practicality of dynamic scene modeling across multiple applications.
♻ ☆ Object-Centric 2D Gaussian Splatting: Background Removal and Occlusion-Aware Pruning for Compact Object Models ICPR
Current Gaussian Splatting approaches are effective for reconstructing entire scenes but lack the option to target specific objects, making them computationally expensive and unsuitable for object-specific applications. We propose a novel approach that leverages object masks to enable targeted reconstruction, resulting in object-centric models. Additionally, we introduce an occlusion-aware pruning strategy to minimize the number of Gaussians without compromising quality. Our method reconstructs compact object models, yielding object-centric Gaussian and mesh representations that are up to 96% smaller and up to 71% faster to train compared to the baseline while retaining competitive quality. These representations are immediately usable for downstream applications such as appearance editing and physics simulation without additional processing.
comment: ICPRAM 2025. Implementation details (no code): https://github.com/MarcelRogge/object-centric-2dgs
♻ ☆ Improving Object Detection by Modifying Synthetic Data with Explainable AI
Limited real-world data severely impacts model performance in many computer vision domains, particularly for samples that are underrepresented in training. Synthetically generated images are a promising solution, but 1) it remains unclear how to design synthetic training data to optimally improve model performance (e.g, whether and where to introduce more realism or more abstraction) and 2) the domain expertise, time and effort required from human operators for this design and optimisation process represents a major practical challenge. Here we propose a novel conceptual approach to improve the efficiency of designing synthetic images, by using robust Explainable AI (XAI) techniques to guide a human-in-the-loop process of modifying 3D mesh models used to generate these images. Importantly, this framework allows both modifications that increase and decrease realism in synthetic data, which can both improve model performance. We illustrate this concept using a real-world example where data are sparse; detection of vehicles in infrared imagery. We fine-tune an initial YOLOv8 model on the ATR DSIAC infrared dataset and synthetic images generated from 3D mesh models in the Unity gaming engine, and then use XAI saliency maps to guide modification of our Unity models. We show that synthetic data can improve detection of vehicles in orientations unseen in training by 4.6% (to mAP50 = 94.6%). We further improve performance by an additional 1.5% (to 96.1%) through our new XAI-guided approach, which reduces misclassifications through both increasing and decreasing the realism of different parts of the synthetic data. Our proof-of-concept results pave the way for fine, XAI-controlled curation of synthetic datasets tailored to improve object detection performance, whilst simultaneously reducing the burden on human operators in designing and optimising these datasets.
NeRF 2
☆ MultiNeRF: Multiple Watermark Embedding for Neural Radiance Fields
We present MultiNeRF, a 3D watermarking method that embeds multiple uniquely keyed watermarks within images rendered by a single Neural Radiance Field (NeRF) model, whilst maintaining high visual quality. Our approach extends the TensoRF NeRF model by incorporating a dedicated watermark grid alongside the existing geometry and appearance grids. This extension ensures higher watermark capacity without entangling watermark signals with scene content. We propose a FiLM-based conditional modulation mechanism that dynamically activates watermarks based on input identifiers, allowing multiple independent watermarks to be embedded and extracted without requiring model retraining. MultiNeRF is validated on the NeRF-Synthetic and LLFF datasets, with statistically significant improvements in robust capacity without compromising rendering quality. By generalizing single-watermark NeRF methods into a flexible multi-watermarking framework, MultiNeRF provides a scalable solution for 3D content. attribution.
☆ LPA3D: 3D Room-Level Scene Generation from In-the-Wild Images
Generating realistic, room-level indoor scenes with semantically plausible and detailed appearances from in-the-wild images is crucial for various applications in VR, AR, and robotics. The success of NeRF-based generative methods indicates a promising direction to address this challenge. However, unlike their success at the object level, existing scene-level generative methods require additional information, such as multiple views, depth images, or semantic guidance, rather than relying solely on RGB images. This is because NeRF-based methods necessitate prior knowledge of camera poses, which is challenging to approximate for indoor scenes due to the complexity of defining alignment and the difficulty of globally estimating poses from a single image, given the unseen parts behind the camera. To address this challenge, we redefine global poses within the framework of Local-Pose-Alignment (LPA) -- an anchor-based multi-local-coordinate system that uses a selected number of anchors as the roots of these coordinates. Building on this foundation, we introduce LPA-GAN, a novel NeRF-based generative approach that incorporates specific modifications to estimate the priors of camera poses under LPA. It also co-optimizes the pose predictor and scene generation processes. Our ablation study and comparisons with straightforward extensions of NeRF-based object generative methods demonstrate the effectiveness of our approach. Furthermore, visual comparisons with other techniques reveal that our method achieves superior view-to-view consistency and semantic normality.
Deblur 1
♻ ☆ Zero-Shot Image Restoration Using Few-Step Guidance of Consistency Models (and Beyond) CVPR 2025
In recent years, it has become popular to tackle image restoration tasks with a single pretrained diffusion model (DM) and data-fidelity guidance, instead of training a dedicated deep neural network per task. However, such "zero-shot" restoration schemes currently require many Neural Function Evaluations (NFEs) for performing well, which may be attributed to the many NFEs needed in the original generative functionality of the DMs. Recently, faster variants of DMs have been explored for image generation. These include Consistency Models (CMs), which can generate samples via a couple of NFEs. However, existing works that use guided CMs for restoration still require tens of NFEs or fine-tuning of the model per task that leads to performance drop if the assumptions during the fine-tuning are not accurate. In this paper, we propose a zero-shot restoration scheme that uses CMs and operates well with as little as 4 NFEs. It is based on a wise combination of several ingredients: better initialization, back-projection guidance, and above all a novel noise injection mechanism. We demonstrate the advantages of our approach for image super-resolution, deblurring and inpainting. Interestingly, we show that the usefulness of our noise injection technique goes beyond CMs: it can also mitigate the performance degradation of existing guided DM methods when reducing their NFE count.
comment: CVPR 2025 (camera-ready). Code can be found at: https://github.com/tirer-lab/CM4IR
SDF 1
♻ ☆ Pairwise-Constrained Implicit Functions for 3D Human Heart Modelling
Accurate 3D models of the human heart require not only correct outer surfaces but also realistic inner structures, such as the ventricles, atria, and myocardial layers. Approaches relying on implicit surfaces, such as signed distance functions (SDFs), are primarily designed for single watertight surfaces, making them ill-suited for multi-layered anatomical structures. They often produce gaps or overlaps in shared boundaries. Unsigned distance functions (UDFs) can model non-watertight geometries but are harder to optimize, while voxel-based methods are limited in resolution and struggle to produce smooth, anatomically realistic surfaces. We introduce a pairwise-constrained SDF approach that models the heart as a set of interdependent SDFs, each representing a distinct anatomical component. By enforcing proper contact between adjacent SDFs, we ensure that they form anatomically correct shared walls, preserving the internal structure of the heart and preventing overlaps, or unwanted gaps. Our method significantly improves inner structure accuracy over single-SDF, UDF-based, voxel-based, and segmentation-based reconstructions. We further demonstrate its generalizability by applying it to a vertebrae dataset, preventing unwanted contact between structures.
Mesh 2
♻ ☆ Geometry in Style: 3D Stylization via Surface Normal Deformation CVPR 2025
We present Geometry in Style, a new method for identity-preserving mesh stylization. Existing techniques either adhere to the original shape through overly restrictive deformations such as bump maps or significantly modify the input shape using expressive deformations that may introduce artifacts or alter the identity of the source shape. In contrast, we represent a deformation of a triangle mesh as a target normal vector for each vertex neighborhood. The deformations we recover from target normals are expressive enough to enable detailed stylizations yet restrictive enough to preserve the shape's identity. We achieve such deformations using our novel differentiable As-Rigid-As-Possible (dARAP) layer, a neural-network-ready adaptation of the classical ARAP algorithm which we use to solve for per-vertex rotations and deformed vertices. As a differentiable layer, dARAP is paired with a visual loss from a text-to-image model to drive deformations toward style prompts, altogether giving us Geometry in Style. Our project page is at https://threedle.github.io/geometry-in-style.
comment: CVPR 2025. Our project page is at https://threedle.github.io/geometry-in-style
♻ ☆ Denoising Functional Maps: Diffusion Models for Shape Correspondence CVPR 2025
Estimating correspondences between pairs of deformable shapes remains a challenging problem. Despite substantial progress, existing methods lack broad generalization capabilities and require category-specific training data. To address these limitations, we propose a fundamentally new approach to shape correspondence based on denoising diffusion models. In our method, a diffusion model learns to directly predict the functional map, a low-dimensional representation of a point-wise map between shapes. We use a large dataset of synthetic human meshes for training and employ two steps to reduce the number of functional maps that need to be learned. First, the maps refer to a template rather than shape pairs. Second, the functional map is defined in a basis of eigenvectors of the Laplacian, which is not unique due to sign ambiguity. Therefore, we introduce an unsupervised approach to select a specific basis by correcting the signs of eigenvectors based on surface features. Our model achieves competitive performance on standard human datasets, meshes with anisotropic connectivity, non-isometric humanoid shapes, as well as animals compared to existing descriptor-based and large-scale shape deformation methods. See our project page for the source code and the datasets.
comment: CVPR 2025; Project page: https://alekseizhuravlev.github.io/denoising-functional-maps/
NeRF 4
Diffusion-Guided Gaussian Splatting for Large-Scale Unconstrained 3D Reconstruction and Novel View Synthesis WACV
Recent advancements in 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) have achieved impressive results in real-time 3D reconstruction and novel view synthesis. However, these methods struggle in large-scale, unconstrained environments where sparse and uneven input coverage, transient occlusions, appearance variability, and inconsistent camera settings lead to degraded quality. We propose GS-Diff, a novel 3DGS framework guided by a multi-view diffusion model to address these limitations. By generating pseudo-observations conditioned on multi-view inputs, our method transforms under-constrained 3D reconstruction problems into well-posed ones, enabling robust optimization even with sparse data. GS-Diff further integrates several enhancements, including appearance embedding, monocular depth priors, dynamic object modeling, anisotropy regularization, and advanced rasterization techniques, to tackle geometric and photometric challenges in real-world settings. Experiments on four benchmarks demonstrate that GS-Diff consistently outperforms state-of-the-art baselines by significant margins.
comment: WACV ULTRRA Workshop 2025
☆ BOGausS: Better Optimized Gaussian Splatting
3D Gaussian Splatting (3DGS) proposes an efficient solution for novel view synthesis. Its framework provides fast and high-fidelity rendering. Although less complex than other solutions such as Neural Radiance Fields (NeRF), there are still some challenges building smaller models without sacrificing quality. In this study, we perform a careful analysis of 3DGS training process and propose a new optimization methodology. Our Better Optimized Gaussian Splatting (BOGausS) solution is able to generate models up to ten times lighter than the original 3DGS with no quality degradation, thus significantly boosting the performance of Gaussian Splatting compared to the state of the art.
☆ RealityAvatar: Towards Realistic Loose Clothing Modeling in Animatable 3D Gaussian Avatars
Modeling animatable human avatars from monocular or multi-view videos has been widely studied, with recent approaches leveraging neural radiance fields (NeRFs) or 3D Gaussian Splatting (3DGS) achieving impressive results in novel-view and novel-pose synthesis. However, existing methods often struggle to accurately capture the dynamics of loose clothing, as they primarily rely on global pose conditioning or static per-frame representations, leading to oversmoothing and temporal inconsistencies in non-rigid regions. To address this, We propose RealityAvatar, an efficient framework for high-fidelity digital human modeling, specifically targeting loosely dressed avatars. Our method leverages 3D Gaussian Splatting to capture complex clothing deformations and motion dynamics while ensuring geometric consistency. By incorporating a motion trend module and a latentbone encoder, we explicitly model pose-dependent deformations and temporal variations in clothing behavior. Extensive experiments on benchmark datasets demonstrate the effectiveness of our approach in capturing fine-grained clothing deformations and motion-driven shape variations. Our method significantly enhances structural fidelity and perceptual quality in dynamic human reconstruction, particularly in non-rigid regions, while achieving better consistency across temporal frames.
♻ ☆ LVSM: A Large View Synthesis Model with Minimal 3D Inductive Bias
We propose the Large View Synthesis Model (LVSM), a novel transformer-based approach for scalable and generalizable novel view synthesis from sparse-view inputs. We introduce two architectures: (1) an encoder-decoder LVSM, which encodes input image tokens into a fixed number of 1D latent tokens, functioning as a fully learned scene representation, and decodes novel-view images from them; and (2) a decoder-only LVSM, which directly maps input images to novel-view outputs, completely eliminating intermediate scene representations. Both models bypass the 3D inductive biases used in previous methods -- from 3D representations (e.g., NeRF, 3DGS) to network designs (e.g., epipolar projections, plane sweeps) -- addressing novel view synthesis with a fully data-driven approach. While the encoder-decoder model offers faster inference due to its independent latent representation, the decoder-only LVSM achieves superior quality, scalability, and zero-shot generalization, outperforming previous state-of-the-art methods by 1.5 to 3.5 dB PSNR. Comprehensive evaluations across multiple datasets demonstrate that both LVSM variants achieve state-of-the-art novel view synthesis quality. Notably, our models surpass all previous methods even with reduced computational resources (1-2 GPUs). Please see our website for more details: https://haian-jin.github.io/projects/LVSM/ .
comment: project page: https://haian-jin.github.io/projects/LVSM/
IQA 1
☆ Q-Adapt: Adapting LMM for Visual Quality Assessment with Progressive Instruction Tuning
The rapid advancement of Large Multi-modal Foundation Models (LMM) has paved the way for the possible Explainable Image Quality Assessment (EIQA) with instruction tuning from two perspectives: overall quality explanation, and attribute-wise perception answering. However, existing works usually overlooked the conflicts between these two types of perception explanations during joint instruction tuning, leading to insufficient perception understanding. To mitigate this, we propose a new paradigm for perception-oriented instruction tuning, i.e., Q-Adapt, which aims to eliminate the conflicts and achieve the synergy between these two EIQA tasks when adapting LMM, resulting in enhanced multi-faceted explanations of IQA. Particularly, we propose a progressive instruction tuning strategy by dividing the adaption process of LMM for EIQA into two stages, where the first stage empowers the LMM with universal perception knowledge tailored for two tasks using an efficient transfer learning strategy, i.e., LoRA, and the second stage introduces the instruction-adaptive visual prompt tuning to dynamically adapt visual features for the different instructions from two tasks. In this way, our proposed Q-Adapt can achieve a lightweight visual quality evaluator, demonstrating comparable performance and, in some instances, superior results across perceptual-related benchmarks and commonly-used IQA databases. The source code is publicly available at https://github.com/yeppp27/Q-Adapt.
SDF 1
♻ ☆ GaussianRoom: Improving 3D Gaussian Splatting with SDF Guidance and Monocular Cues for Indoor Scene Reconstruction
Embodied intelligence requires precise reconstruction and rendering to simulate large-scale real-world data. Although 3D Gaussian Splatting (3DGS) has recently demonstrated high-quality results with real-time performance, it still faces challenges in indoor scenes with large, textureless regions, resulting in incomplete and noisy reconstructions due to poor point cloud initialization and underconstrained optimization. Inspired by the continuity of signed distance field (SDF), which naturally has advantages in modeling surfaces, we propose a unified optimization framework that integrates neural signed distance fields (SDFs) with 3DGS for accurate geometry reconstruction and real-time rendering. This framework incorporates a neural SDF field to guide the densification and pruning of Gaussians, enabling Gaussians to model scenes accurately even with poor initialized point clouds. Simultaneously, the geometry represented by Gaussians improves the efficiency of the SDF field by piloting its point sampling. Additionally, we introduce two regularization terms based on normal and edge priors to resolve geometric ambiguities in textureless areas and enhance detail accuracy. Extensive experiments in ScanNet and ScanNet++ show that our method achieves state-of-the-art performance in both surface reconstruction and novel view synthesis.
Mesh 2
☆ Feature-Preserving Mesh Decimation for Normal Integration
Normal integration reconstructs 3D surfaces from normal maps obtained e.g. by photometric stereo. These normal maps capture surface details down to the pixel level but require large computational resources for integration at high resolutions. In this work, we replace the dense pixel grid with a sparse anisotropic triangle mesh prior to normal integration. We adapt the triangle mesh to the local geometry in the case of complex surface structures and remove oversampling from flat featureless regions. For high-resolution images, the resulting compression reduces normal integration runtimes from hours to minutes while maintaining high surface accuracy. Our main contribution is the derivation of the well-known quadric error measure from mesh decimation for screen space applications and its combination with optimal Delaunay triangulation.
♻ ☆ DoubleDiffusion: Combining Heat Diffusion with Denoising Diffusion for Texture Generation on 3D Meshes
This paper addresses the problem of generating textures for 3D mesh assets. Existing approaches often rely on image diffusion models to generate multi-view image observations, which are then transformed onto the mesh surface to produce a single texture. However, due to the gap between multi-view images and 3D space, such process is susceptible to arange of issues such as geometric inconsistencies, visibility occlusion, and baking artifacts. To overcome this problem, we propose a novel approach that directly generates texture on 3D meshes. Our approach leverages heat dissipation diffusion, which serves as an efficient operator that propagates features on the geometric surface of a mesh, while remaining insensitive to the specific layout of the wireframe. By integrating this technique into a generative diffusion pipeline, we significantly improve the efficiency of texture generation compared to existing texture generation methods. We term our approach DoubleDiffusion, as it combines heat dissipation diffusion with denoising diffusion to enable native generative learning on 3D mesh surfaces.
comment: Codes: https://github.com/Wxyxixixi/DoubleDiffusion_3D_Mesh
NeRF 2
♻ ☆ ActiveGAMER: Active GAussian Mapping through Efficient Rendering CVPR2025
We introduce ActiveGAMER, an active mapping system that utilizes 3D Gaussian Splatting (3DGS) to achieve high-quality, real-time scene mapping and exploration. Unlike traditional NeRF-based methods, which are computationally demanding and restrict active mapping performance, our approach leverages the efficient rendering capabilities of 3DGS, allowing effective and efficient exploration in complex environments. The core of our system is a rendering-based information gain module that dynamically identifies the most informative viewpoints for next-best-view planning, enhancing both geometric and photometric reconstruction accuracy. ActiveGAMER also integrates a carefully balanced framework, combining coarse-to-fine exploration, post-refinement, and a global-local keyframe selection strategy to maximize reconstruction completeness and fidelity. Our system autonomously explores and reconstructs environments with state-of-the-art geometric and photometric accuracy and completeness, significantly surpassing existing approaches in both aspects. Extensive evaluations on benchmark datasets such as Replica and MP3D highlight ActiveGAMER's effectiveness in active mapping tasks.
comment: Accepted to CVPR2025
♻ ☆ RainyGS: Efficient Rain Synthesis with Physically-Based Gaussian Splatting CVPR 2025
We consider the problem of adding dynamic rain effects to in-the-wild scenes in a physically-correct manner. Recent advances in scene modeling have made significant progress, with NeRF and 3DGS techniques emerging as powerful tools for reconstructing complex scenes. However, while effective for novel view synthesis, these methods typically struggle with challenging scene editing tasks, such as physics-based rain simulation. In contrast, traditional physics-based simulations can generate realistic rain effects, such as raindrops and splashes, but they often rely on skilled artists to carefully set up high-fidelity scenes. This process lacks flexibility and scalability, limiting its applicability to broader, open-world environments. In this work, we introduce RainyGS, a novel approach that leverages the strengths of both physics-based modeling and 3DGS to generate photorealistic, dynamic rain effects in open-world scenes with physical accuracy. At the core of our method is the integration of physically-based raindrop and shallow water simulation techniques within the fast 3DGS rendering framework, enabling realistic and efficient simulations of raindrop behavior, splashes, and reflections. Our method supports synthesizing rain effects at over 30 fps, offering users flexible control over rain intensity -- from light drizzles to heavy downpours. We demonstrate that RainyGS performs effectively for both real-world outdoor scenes and large-scale driving scenarios, delivering more photorealistic and physically-accurate rain effects compared to state-of-the-art methods. Project page can be found at https://pku-vcl-geometry.github.io/RainyGS/
comment: CVPR 2025
Deblur 1
♻ ☆ Assessing the Role of Datasets in the Generalization of Motion Deblurring Methods to Real Images
Successfully training end-to-end deep networks for real motion deblurring requires datasets of sharp/blurred image pairs that are realistic and diverse enough to achieve generalization to real blurred images. Obtaining such datasets remains a challenging task. In this paper, we first review the limitations of existing deblurring benchmark datasets and analyze the underlying causes for deblurring networks' lack of generalization to blurry images in the wild. Based on this analysis, we propose an efficient procedural methodology to generate sharp/blurred image pairs based on a simple yet effective model. This allows for generating virtually unlimited diverse training pairs mimicking realistic blur properties. We demonstrate the effectiveness of the proposed dataset by training existing deblurring architectures on the simulated pairs and performing cross-dataset evaluation on three standard datasets of real blurred images. When training with the proposed method, we observed superior generalization performance for the ultimate task of deblurring real motion-blurred photos of dynamic scenes.
SDF 1
☆ Learning Bijective Surface Parameterization for Inferring Signed Distance Functions from Sparse Point Clouds with Grid Deformation CVPR
Inferring signed distance functions (SDFs) from sparse point clouds remains a challenge in surface reconstruction. The key lies in the lack of detailed geometric information in sparse point clouds, which is essential for learning a continuous field. To resolve this issue, we present a novel approach that learns a dynamic deformation network to predict SDFs in an end-to-end manner. To parameterize a continuous surface from sparse points, we propose a bijective surface parameterization (BSP) that learns the global shape from local patches. Specifically, we construct a bijective mapping for sparse points from the parametric domain to 3D local patches, integrating patches into the global surface. Meanwhile, we introduce grid deformation optimization (GDO) into the surface approximation to optimize the deformation of grid points and further refine the parametric surfaces. Experimental results on synthetic and real scanned datasets demonstrate that our method significantly outperforms the current state-of-the-art methods. Project page: https://takeshie.github.io/Bijective-SDF
comment: Accepted by Conference on Computer Vision and Pattern Recognition (CVPR) 2025. Project page:https://takeshie.github.io/Bijective-SDF
NeRF 1
NeRF-Based defect detection
The rapid growth of industrial automation has highlighted the need for precise and efficient defect detection in large-scale machinery. Traditional inspection techniques, involving manual procedures such as scaling tall structures for visual evaluation, are labor-intensive, subjective, and often hazardous. To overcome these challenges, this paper introduces an automated defect detection framework built on Neural Radiance Fields (NeRF) and the concept of digital twins. The system utilizes UAVs to capture images and reconstruct 3D models of machinery, producing both a standard reference model and a current-state model for comparison. Alignment of the models is achieved through the Iterative Closest Point (ICP) algorithm, enabling precise point cloud analysis to detect deviations that signify potential defects. By eliminating manual inspection, this method improves accuracy, enhances operational safety, and offers a scalable solution for defect detection. The proposed approach demonstrates great promise for reliable and efficient industrial applications.
comment: 6 pages, 11 figures, 2025 2nd International Conference on Remote Sensing, Mapping and Image Processing (RSMIP 2025)
Deblur 1
☆ DiET-GS: Diffusion Prior and Event Stream-Assisted Motion Deblurring 3D Gaussian Splatting CVPR 2025
Reconstructing sharp 3D representations from blurry multi-view images are long-standing problem in computer vision. Recent works attempt to enhance high-quality novel view synthesis from the motion blur by leveraging event-based cameras, benefiting from high dynamic range and microsecond temporal resolution. However, they often reach sub-optimal visual quality in either restoring inaccurate color or losing fine-grained details. In this paper, we present DiET-GS, a diffusion prior and event stream-assisted motion deblurring 3DGS. Our framework effectively leverages both blur-free event streams and diffusion prior in a two-stage training strategy. Specifically, we introduce the novel framework to constraint 3DGS with event double integral, achieving both accurate color and well-defined details. Additionally, we propose a simple technique to leverage diffusion prior to further enhance the edge details. Qualitative and quantitative results on both synthetic and real-world data demonstrate that our DiET-GS is capable of producing significantly better quality of novel views compared to the existing baselines. Our project page is https://diet-gs.github.io
comment: CVPR 2025. Project Page: https://diet-gs.github.io
SDF 1
♻ ☆ NeRFPrior: Learning Neural Radiance Field as a Prior for Indoor Scene Reconstruction CVPR 2025
Recently, it has shown that priors are vital for neural implicit functions to reconstruct high-quality surfaces from multi-view RGB images. However, current priors require large-scale pre-training, and merely provide geometric clues without considering the importance of color. In this paper, we present NeRFPrior, which adopts a neural radiance field as a prior to learn signed distance fields using volume rendering for surface reconstruction. Our NeRF prior can provide both geometric and color clues, and also get trained fast under the same scene without additional data. Based on the NeRF prior, we are enabled to learn a signed distance function (SDF) by explicitly imposing a multi-view consistency constraint on each ray intersection for surface inference. Specifically, at each ray intersection, we use the density in the prior as a coarse geometry estimation, while using the color near the surface as a clue to check its visibility from another view angle. For the textureless areas where the multi-view consistency constraint does not work well, we further introduce a depth consistency loss with confidence weights to infer the SDF. Our experimental results outperform the state-of-the-art methods under the widely used benchmarks.
comment: Accepted by CVPR 2025. Project page: https://wen-yuan-zhang.github.io/NeRFPrior/
SDF 1
♻ ☆ DiHuR: Diffusion-Guided Generalizable Human Reconstruction WACV 2025
We introduce DiHuR, a novel Diffusion-guided model for generalizable Human 3D Reconstruction and view synthesis from sparse, minimally overlapping images. While existing generalizable human radiance fields excel at novel view synthesis, they often struggle with comprehensive 3D reconstruction. Similarly, directly optimizing implicit Signed Distance Function (SDF) fields from sparse-view images typically yields poor results due to limited overlap. To enhance 3D reconstruction quality, we propose using learnable tokens associated with SMPL vertices to aggregate sparse view features and then to guide SDF prediction. These tokens learn a generalizable prior across different identities in training datasets, leveraging the consistent projection of SMPL vertices onto similar semantic areas across various human identities. This consistency enables effective knowledge transfer to unseen identities during inference. Recognizing SMPL's limitations in capturing clothing details, we incorporate a diffusion model as an additional prior to fill in missing information, particularly for complex clothing geometries. Our method integrates two key priors in a coherent manner: the prior from generalizable feed-forward models and the 2D diffusion prior, and it requires only multi-view image training, without 3D supervision. DiHuR demonstrates superior performance in both within-dataset and cross-dataset generalization settings, as validated on THuman, ZJU-MoCap, and HuMMan datasets compared to existing methods.
comment: Accepted to WACV 2025
HDR 1
☆ SuperEIO: Self-Supervised Event Feature Learning for Event Inertial Odometry
Event cameras asynchronously output low-latency event streams, promising for state estimation in high-speed motion and challenging lighting conditions. As opposed to frame-based cameras, the motion-dependent nature of event cameras presents persistent challenges in achieving robust event feature detection and matching. In recent years, learning-based approaches have demonstrated superior robustness over traditional handcrafted methods in feature detection and matching, particularly under aggressive motion and HDR scenarios. In this paper, we propose SuperEIO, a novel framework that leverages the learning-based event-only detection and IMU measurements to achieve event-inertial odometry. Our event-only feature detection employs a convolutional neural network under continuous event streams. Moreover, our system adopts the graph neural network to achieve event descriptor matching for loop closure. The proposed system utilizes TensorRT to accelerate the inference speed of deep networks, which ensures low-latency processing and robust real-time operation on resource-limited platforms. Besides, we evaluate our method extensively on multiple public datasets, demonstrating its superior accuracy and robustness compared to other state-of-the-art event-based methods. We have also open-sourced our pipeline to facilitate research in the field: https://github.com/arclab-hku/SuperEIO.
SDF 2
☆ Mesh Compression with Quantized Neural Displacement Fields
Implicit neural representations (INRs) have been successfully used to compress a variety of 3D surface representations such as Signed Distance Functions (SDFs), voxel grids, and also other forms of structured data such as images, videos, and audio. However, these methods have been limited in their application to unstructured data such as 3D meshes and point clouds. This work presents a simple yet effective method that extends the usage of INRs to compress 3D triangle meshes. Our method encodes a displacement field that refines the coarse version of the 3D mesh surface to be compressed using a small neural network. Once trained, the neural network weights occupy much lower memory than the displacement field or the original surface. We show that our method is capable of preserving intricate geometric textures and demonstrates state-of-the-art performance for compression ratios ranging from 4x to 380x.
☆ GCRayDiffusion: Pose-Free Surface Reconstruction via Geometric Consistent Ray Diffusion
Accurate surface reconstruction from unposed images is crucial for efficient 3D object or scene creation. However, it remains challenging, particularly for the joint camera pose estimation. Previous approaches have achieved impressive pose-free surface reconstruction results in dense-view settings, but could easily fail for sparse-view scenarios without sufficient visual overlap. In this paper, we propose a new technique for pose-free surface reconstruction, which follows triplane-based signed distance field (SDF) learning but regularizes the learning by explicit points sampled from ray-based diffusion of camera pose estimation. Our key contribution is a novel Geometric Consistent Ray Diffusion model (GCRayDiffusion), where we represent camera poses as neural bundle rays and regress the distribution of noisy rays via a diffusion model. More importantly, we further condition the denoising process of RGRayDiffusion using the triplane-based SDF of the entire scene, which provides effective 3D consistent regularization to achieve multi-view consistent camera pose estimation. Finally, we incorporate RGRayDiffusion into the triplane-based SDF learning by introducing on-surface geometric regularization from the sampling points of the neural bundle rays, which leads to highly accurate pose-free surface reconstruction results even for sparse-view inputs. Extensive evaluations on public datasets show that our GCRayDiffusion achieves more accurate camera pose estimation than previous approaches, with geometrically more consistent surface reconstruction results, especially given sparse-view inputs.
IQA 1
☆ Q-Insight: Understanding Image Quality via Visual Reinforcement Learning
Image quality assessment (IQA) focuses on the perceptual visual quality of images, playing a crucial role in downstream tasks such as image reconstruction, compression, and generation. The rapid advancement of multi-modal large language models (MLLMs) has significantly broadened the scope of IQA, moving toward comprehensive image quality understanding that incorporates content analysis, degradation perception, and comparison reasoning beyond mere numerical scoring. Previous MLLM-based methods typically either generate numerical scores lacking interpretability or heavily rely on supervised fine-tuning (SFT) using large-scale annotated datasets to provide descriptive assessments, limiting their flexibility and applicability. In this paper, we propose Q-Insight, a reinforcement learning-based model built upon group relative policy optimization (GRPO), which demonstrates strong visual reasoning capability for image quality understanding while requiring only a limited amount of rating scores and degradation labels. By jointly optimizing score regression and degradation perception tasks with carefully designed reward functions, our approach effectively exploits their mutual benefits for enhanced performance. Extensive experiments demonstrate that Q-Insight substantially outperforms existing state-of-the-art methods in both score regression and degradation perception tasks, while exhibiting impressive zero-shot generalization to comparison reasoning tasks. Code will be available at https://github.com/lwq20020127/Q-Insight.
comment: Technical report
Deblur 1
☆ RELD: Regularization by Latent Diffusion Models for Image Restoration
In recent years, Diffusion Models have become the new state-of-the-art in deep generative modeling, ending the long-time dominance of Generative Adversarial Networks. Inspired by the Regularization by Denoising principle, we introduce an approach that integrates a Latent Diffusion Model, trained for the denoising task, into a variational framework using Half-Quadratic Splitting, exploiting its regularization properties. This approach, under appropriate conditions that can be easily met in various imaging applications, allows for reduced computational cost while achieving high-quality results. The proposed strategy, called Regularization by Latent Denoising (RELD), is then tested on a dataset of natural images, for image denoising, deblurring, and super-resolution tasks. The numerical experiments show that RELD is competitive with other state-of-the-art methods, particularly achieving remarkable results when evaluated using perceptual quality metrics.
SDF 3
☆ Refined Geometry-guided Head Avatar Reconstruction from Monocular RGB Video
High-fidelity reconstruction of head avatars from monocular videos is highly desirable for virtual human applications, but it remains a challenge in the fields of computer graphics and computer vision. In this paper, we propose a two-phase head avatar reconstruction network that incorporates a refined 3D mesh representation. Our approach, in contrast to existing methods that rely on coarse template-based 3D representations derived from 3DMM, aims to learn a refined mesh representation suitable for a NeRF that captures complex facial nuances. In the first phase, we train 3DMM-stored NeRF with an initial mesh to utilize geometric priors and integrate observations across frames using a consistent set of latent codes. In the second phase, we leverage a novel mesh refinement procedure based on an SDF constructed from the density field of the initial NeRF. To mitigate the typical noise in the NeRF density field without compromising the features of the 3DMM, we employ Laplace smoothing on the displacement field. Subsequently, we apply a second-phase training with these refined meshes, directing the learning process of the network towards capturing intricate facial details. Our experiments demonstrate that our method further enhances the NeRF rendering based on the initial mesh and achieves performance superior to state-of-the-art methods in reconstructing high-fidelity head avatars with such input.
♻ ☆ TripoSG: High-Fidelity 3D Shape Synthesis using Large-Scale Rectified Flow Models
Recent advancements in diffusion techniques have propelled image and video generation to unprecedented levels of quality, significantly accelerating the deployment and application of generative AI. However, 3D shape generation technology has so far lagged behind, constrained by limitations in 3D data scale, complexity of 3D data processing, and insufficient exploration of advanced techniques in the 3D domain. Current approaches to 3D shape generation face substantial challenges in terms of output quality, generalization capability, and alignment with input conditions. We present TripoSG, a new streamlined shape diffusion paradigm capable of generating high-fidelity 3D meshes with precise correspondence to input images. Specifically, we propose: 1) A large-scale rectified flow transformer for 3D shape generation, achieving state-of-the-art fidelity through training on extensive, high-quality data. 2) A hybrid supervised training strategy combining SDF, normal, and eikonal losses for 3D VAE, achieving high-quality 3D reconstruction performance. 3) A data processing pipeline to generate 2 million high-quality 3D samples, highlighting the crucial rules for data quality and quantity in training 3D generative models. Through comprehensive experiments, we have validated the effectiveness of each component in our new framework. The seamless integration of these parts has enabled TripoSG to achieve state-of-the-art performance in 3D shape generation. The resulting 3D shapes exhibit enhanced detail due to high-resolution capabilities and demonstrate exceptional fidelity to input images. Moreover, TripoSG demonstrates improved versatility in generating 3D models from diverse image styles and contents, showcasing strong generalization capabilities. To foster progress and innovation in the field of 3D generation, we will make our model publicly available.
♻ ☆ Volumetric Surfaces: Representing Fuzzy Geometries with Layered Meshes
High-quality view synthesis relies on volume rendering, splatting, or surface rendering. While surface rendering is typically the fastest, it struggles to accurately model fuzzy geometry like hair. In turn, alpha-blending techniques excel at representing fuzzy materials but require an unbounded number of samples per ray (P1). Further overheads are induced by empty space skipping in volume rendering (P2) and sorting input primitives in splatting (P3). We present a novel representation for real-time view synthesis where the (P1) number of sampling locations is small and bounded, (P2) sampling locations are efficiently found via rasterization, and (P3) rendering is sorting-free. We achieve this by representing objects as semi-transparent multi-layer meshes rendered in a fixed order. First, we model surface layers as signed distance function (SDF) shells with optimal spacing learned during training. Then, we bake them as meshes and fit UV textures. Unlike single-surface methods, our multi-layer representation effectively models fuzzy objects. In contrast to volume and splatting-based methods, our approach enables real-time rendering on low-power laptops and smartphones.
Deblur 1
♻ ☆ Scale-Equivariant Imaging: Self-Supervised Learning for Image Super-Resolution and Deblurring
Self-supervised methods have recently proved to be nearly as effective as supervised ones in various imaging inverse problems, paving the way for learning-based approaches in scientific and medical imaging applications where ground truth data is hard or expensive to obtain. These methods critically rely on invariance to translations and/or rotations of the image distribution to learn from incomplete measurement data alone. However, existing approaches fail to obtain competitive performances in the problems of image super-resolution and deblurring, which play a key role in most imaging systems. In this work, we show that invariance to roto-translations is insufficient to learn from measurements that only contain low-frequency information. Instead, we propose scale-equivariant imaging, a new self-supervised approach that leverages the fact that many image distributions are approximately scale-invariant, enabling the recovery of high-frequency information lost in the measurement process. We demonstrate throughout a series of experiments on real datasets that the proposed method outperforms other self-supervised approaches, and obtains performances on par with fully supervised learning.