3DV 2025 Papers

International Conference on 3D Vision

Decision breakdown

142papers

Counted from the official paper list; may differ slightly from the number the conference announced.

  • Oral
    2114.8%
  • Poster
    12185.2%

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Ctrl-Room: Controllable Text-to-3D Room Meshes Generation with Layout Constraints

Chuan Fang, Yuan Dong, Kunming Luo, Xiaotao Hu, Rakesh Shrestha, Ping Tan

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Text-driven 3D indoor scene generation is useful for gaming, film industry, and AR/VR applications. However, existing methods cannot faithfully capture the scene layout based on text descriptions, nor do they allow flexible editing of individual objects in the room. To address these problems, we present Ctrl-Room, which can generate convincing 3D rooms with designer-style layouts and high-fidelity textures from just a text prompt. Our key insight is to separate the modeling of layouts and appearance. Our proposed method consists of two stages: a Layout Generation Stage and an Appearance Generation Stage. The Layout Generation Stage trains a text-conditional diffusion model to learn the layout distribution with our holistic scene code parameterization. Next, the Appearance Generation Stage employs a fine-tuned ControlNet to produce a vivid panoramic image of the room guided by the 3D scene layout, then further upgrades to a panoramic NeRF model. Benefiting from the scene code parameterization, we can easily edit the generated room model through our mask-guided editing module, without expensive edit-specific training. Extensive experiments on the Structured3D dataset demonstrate that our method outperforms existing methods in producing more reasonable, view-consistent, and editable 3D rooms from text prompts.

Poster
Rigid Body Adversarial Attacks

Aravind Ramakrishnan, David Levin I.W., Alec Jacobson

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Due to their performance and simplicity, rigid body simulators are often used in applications where the objects of interest can considered very stiff. However, no material has infinite stiffness, which means there are potentially cases where the non-zero compliance of the seemingly rigid object can cause a significant difference between its trajectories when simulated in a rigid body or deformable simulator. Similarly to how adversarial attacks are developed against image classifiers, we propose an adversarial attack against rigid body simulators. In this adversarial attack, we solve an optimization problem to construct perceptually rigid adversarial objects that have the same collision geometry and moments of mass to a reference object, so that they behave identically in rigid body simulations but maximally different in more accurate deformable simulations. We demonstrate the validity of our method by comparing simulations of several examples in commercially available simulators.

Poster
OD-NeRF: Efficient Training of On-the-Fly Dynamic Neural Radiance Fields

Zhiwen Yan, Chen Li, Gim Hee Lee

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Dynamic neural radiance fields (dynamic NeRFs) have achieved remarkable successes in synthesizing novel views for 3D dynamic scenes. Traditional approaches typically necessitate full video sequences for the training phase prior to the synthesis of new views, akin to replaying a recording of a dynamic 3D event. In contrast, on-the-fly training allows for the immediate processing and rendering of dynamic scenes without the need for pre-training on full sequences, offering a more flexible and time-efficient solution for dynamic scene rendering tasks.In this paper, we propose a highly efficient on-the-fly training algorithm for dynamic NeRFs, named OD-NeRF. To accelerate the training process, our method minimizes the training required for the model at each frame by using: 1) a NeRF model conditioned on multi-view projected colors, which exhibits superior generalization across multiple frames with minimal training ,and 2) a transition and update algorithm that leverages the occupancy grid from the last frame to sample efficiently at the current frame. Our algorithm can achieve an interactive training speed of 10FPS on synthetic dynamic scenes on-the-fly, and a 3$\times$-9$\times$ training speed-up compared to the state-of-the-art on-the-fly NeRF on real-world dynamic scenes.

Poster
InterTrack: Tracking Human Object Interaction without Object Templates

Xianghui Xie, Jan Eric Lenssen, Gerard Pons-Moll

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Tracking human object interaction from videos is important to understand human behavior from the rapidly growing stream of video data. Previous video-based methods require predefined object templates while single-image-based methods are template-free but lack temporal consistency. In this paper, we present a method to track human object interaction without any object shape templates. We decompose the 4D tracking problem into per-frame pose tracking and canonical shape optimization. We first apply a single-view reconstruction method to obtain temporally-inconsistent per-frame interaction reconstructions. Then, for the human, we propose an efficient autoencoder to predict SMPL vertices directly from the per-frame reconstructions, introducing temporally consistent correspondence. For the object, we introduce a pose estimator that leverages temporal information to predict smooth object rotations under occlusions. To train our model, we propose a method to generate synthetic interaction videos and synthesize in total 10 hour videos of 8.3k sequences with full 3D ground truth. Experiments on BEHAVE and InterCap show that our method significantly outperforms previous template-based video tracking and single-frame reconstruction methods. Our proposed synthetic video dataset also allows training video-based methods that generalize to real-world videos. Our code and dataset are publicly released.

Poster
Gaussians-to-Life: Text-Driven Animation of 3D Gaussian Splatting Scenes

Thomas Wimmer, Michael Oechsle, Michael Niemeyer, Federico Tombari

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State-of-the-art novel view synthesis methods achieve impressive results for multi-view captures of static 3D scenes. However, the reconstructed scenes still lack “liveliness,” a key component for creating engaging 3D experiences. Recently, novel video diffusion models generate realistic videos with complex motion and enable animations of 2D images, however they cannot naively be used to animate 3D scenes as they lack multi-view consistency. To breathe life into the static world, we propose Gaussians2Life, a method for animating parts of high-quality 3D scenes in a Gaussian Splatting representation. Our key idea is to leverage powerful video diffusion models as the generative component of our model and to combine these with a robust technique to lift 2D videos into meaningful 3D motion. We find that, in contrast to prior work, this enables realistic animations of complex, pre-existing 3D scenes in a robust manner and further enables the animation of a large variety of object classes, while related work is mostly focused on prior-based character animation, or single 3D objects due to biases of video diffusion models. Our model can readily be used to create immersive and engaging 3D experiences for arbitrary scenes in a consistent manner.

Poster
ShadowSG: Spherical Gaussian Illumination from Shadows

Hanwei Zhang, Xu Cao, Hiroshi Kawasaki, Takafumi Taketomi

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This work leverages shadow cues in a scene to infer the surrounding illumination of the shadow-casting object. Unlike prior works that optimize a discrete environment map, we model scene illumination using a mixture of spherical Gaussians (SGs). SG illumination provides more intuitive relations to shadow appearance and offers a more compact parameterization compared to discrete environment maps. To estimate SG parameters, we employ an SG-based, differentiable, closed-form rendering equation to explain the shading of the shadow plane and minimize a photometric loss between the rendered and observed shadow plane shading. Experiments on synthetic and real-world images under various surrounding illumination demonstrate that our method estimates illumination more accurately than approaches based on discrete environment maps. With our estimated lighting, consistent shadow effects are realized when blending virtual objects into real-world images.

Poster
TEDRA: Text-based Editing of Dynamic and Photoreal Actors

Basavaraj Sunagad, Heming Zhu, Mohit Mendiratta, Adam Kortylewski, Christian Theobalt, Marc Habermann

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Over the past years, significant progress was made in creating photorealistic and drivable 3D avatars solely from videos of real humans. However, a core remaining challenge is the fine-grained and user-friendly editing of clothing styles by means of textual descriptions. In particular, text-based edits of full-body avatars should satisfy two properties: 1) Spatio-temporal consistency, i.e. the dynamics, and the photo-real quality of the original avatar, should remain intact; 2) The final result should respect the user-specified edit. To this end, we present TEDRA the first method allowing text-based edits of an avatar, that are photorealistic, space-time coherent, dynamic, and enable skeletal pose and view control. We leverage a pre-trained avatar that is represented as a signed distance and radiance field, which is anchored to an explicit and deformable mesh template. After a pre-training stage, we obtain a drivable and photo-real digital counterpart of the real actor. Specifically, we employ an optimization strategy to integrate various frames capturing distinct camera perspectives and the dynamics of a video performance into a unified diffusion model. Utilizing this personalized diffusion model, we modify the dynamic avatar based on a provided text prompt, introducing the Normal Aligned Identity Preserving Score Distillation Sampling (NAIP-SDS) within a model-based guidance framework. Additionally, we implement a time-step annealing strategy to ensure the high quality of our edits. Our results demonstrate a clear improvement over prior work in terms of functionality and visual quality. Thus, our method is a clear step towards intuitive and photorealistic editability of digital avatars, which explicitly accounts for dynamics and allows skeletal pose and view control at test time.

Poster
CFPNet: Improving Lightweight ToF Depth Completion via Cross-zone Feature Propagation

Laiyan Ding, Hualie Jiang, Rui Xu, Rui Huang

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Depth completion using lightweight time-of-flight (ToF) depth sensors is attractive due to their low cost. However, lightweight ToF sensors usually have a limited field of view (FOV) compared with cameras. Thus, only pixels in the zone area of the image can be associated with depth signals. Previous methods fail to propagate depth features from the zone area to the outside-zone area effectively, thus suffering from degraded depth completion performance outside the zone. To this end, this paper proposes the CFPNet to achieve cross-zone feature propagation from the zone area to the outside-zone area with two novel modules. The first is a direct-attention-based propagation module (DAPM), which enforces direct cross-zone feature acquisition. The second is a large-kernel-based propagation module (LKPM), which realizes cross-zone feature propagation by utilizing convolution layers with kernel sizes up to 31. CFPNet achieves state-of-the-art (SOTA) depth completion performance by combining these two modules properly, as verified by extensive experimental results on the ZJU-L5 dataset. The code is available at https://github.com/denyingmxd/CFPNet.

Poster
BiGS: Bidirectional Primitives for Relightable 3D Gaussian Splatting

Liu Zhenyuan, Xinyuan Li, Yu Guo, Bernd Bickel, Ran Zhang

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We present BiGS, an image-based novel view synthesis technique designed to model and render 3D objects with surface and volumetric materials under dynamic illumination, achieving real-time relighting of 3D objects with the rasterization algorithm of Gaussian Splatting. Our method represents light- and view-dependent scattering via bidirectional spherical harmonics that does not use a specific surface normal-related reflectance function, making it more compatible with volumetric representations like Gaussian splatting, where the normals are undefined. We demonstrate our method by reconstructing and rendering objects with complex materials on synthetic and captured One-Light-At-a-Time (OLAT) datasets, showcasing various photorealistic appearances our method captures and the real-time performance.

Poster
UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video

Zhi-Hao Lin, Bohan Liu, Yi-Ting Chen, Kuan Sheng Chen, David Forsyth, Jia-Bin Huang, Anand Bhattad, Shenlong Wang

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We present UrbanIR (Urban Scene Inverse Rendering), a new inverse graphics model that enables realistic, free-viewpoint renderings of scenes under various lighting conditions with a single video. It accurately infers shape, albedo, visibility, and sun and sky illumination from wide-baseline videos, such as those from car-mounted cameras, differing from NeRF's dense view settings. In this context, standard methods often yield subpar geometry and material estimates, such as inaccurate roof representations and numerous `floaters.' UrbanIR addresses these issues with novel losses that reduce errors in inverse graphics inference and rendering artifacts. Its techniques allow for precise shadow volume estimation in the original scene. The model's outputs support controllable editing, enabling photorealistic free-viewpoint renderings of night simulations, relit scenes, and inserted objects, marking a significant improvement over existing state-of-the-art methods. Our code and data will be made publicly available upon acceptance.

Poster
Geometry-guided Cross-view Diffusion for One-to-many Cross-view Image Synthesis

Tao Jun Lin, Wenqing Wang, Yujiao Shi, Akhil Perincherry, Ankit Vora, Hongdong Li

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This paper presents a novel approach for cross-view synthesis aimed at generating plausible ground-level images from corresponding satellite imagery or vice versa. We refer to these tasks as satellite-to-ground (Sat2Grd) and ground-to-satellite (Grd2Sat) synthesis, respectively. Unlike previous works that typically focus on one-to-one generation, producing a single output image from a single input image, our approach acknowledges the inherent one-to-many nature of the problem. This recognition stems from the challenges posed by differences in illumination, weather conditions, and occlusions between the two views. To effectively model this uncertainty, we leverage recent advancements in diffusion models. Specifically, we exploit random Gaussian noise to represent the diverse possibilities learnt from the target view data. Additionally, we introduce a Geometry-guided Cross-view Condition (GCC) strategy to establish explicit geometric correspondences between satellite and street-view features. This enables us to resolve the geometry ambiguity introduced by camera pose between image pairs, boosting the performance of cross-view image synthesis. Through extensive quantitative and qualitative analyses on three benchmark cross-view datasets, we demonstrate the superiority of our proposed geometry-guided cross-view condition over baseline methods, including recent state-of-the-art approaches in cross-view image synthesis. Our method generates images of higher quality, fidelity, and diversity than other state-of-the-art approaches.

Poster
Gen3DSR: Generalizable 3D Scene Reconstruction via Divide and Conquer from a Single View

Andreea Dogaru, Mert Özer, Bernhard Egger

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Single-view 3D reconstruction is currently approached from two dominant perspectives: reconstruction of scenes with limited diversity using 3D data supervision or reconstruction of diverse singular objects using large image priors. However, real-world scenarios are far more complex and exceed the capabilities of these methods. We therefore propose a hybrid method following a divide-and-conquer strategy. We first process the scene holistically, extracting depth and semantic information, and then leverage an object-level method for the detailed reconstruction of individual components. By splitting the problem into simpler tasks, our system is able to generalize to various types of scenes without retraining or fine-tuning. We purposely design our pipeline to be highly modular with independent, self-contained modules, to avoid the need for end-to-end training of the whole system. This enables the pipeline to naturally improve as future methods can replace the individual modules. We demonstrate the reconstruction performance of our approach on both synthetic and real-world scenes, comparing favorable against prior works. Project page: https://andreeadogaru.github.io/Gen3DSR

Poster
Geometry-Aware Feature Matching for Large-Scale Structure from Motion

Gonglin Chen, Jinsen Wu, Haiwei Chen, Wenbin Teng, Zhiyuan Gao, Andrew Feng, Rongjun Qin, Yajie Zhao

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Establishing consistent and dense correspondences across multiple images is crucial for Structure from Motion (SfM) systems. Significant view changes, such as air-to-ground with very sparse view overlap, pose an even greater challenge to the correspondence solvers. We present a novel optimization-based approach that significantly enhances existing feature matching methods by introducing geometry cues in addition to color cues. This helps fill gaps when there is less overlap in large-scale scenarios. Our method formulates geometric verification as an optimization problem, guiding feature matching within detector-free methods and using sparse correspondences from detector-based methods as anchor points. By enforcing geometric constraints via the Sampson Distance, our approach ensures that the denser correspondences from detector-free methods are geometrically consistent and more accurate. This hybrid strategy significantly improves correspondence density and accuracy, mitigates multi-view inconsistencies, and leads to notable advancements in camera pose accuracy and point cloud density. It outperforms state-of-the-art feature matching methods on benchmark datasets and enables feature matching in challenging extreme large-scale settings.

Oral
Learning assisted Interactive Modelling with Rough Freehand 3D Sketch Strokes

Sukanya Bhattacharjee, Parag Chaudhuri

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Freehand 3D sketches are a great medium to ideate and create visual content. However, generating 3D models from such rough sketches remains an unsolved, non-trivial task. We present a complete end-to-end interactive framework for rapid, incremental modelling from sparse, irregular 3D sketches. At the core of our solution, is 'sketchTransformer', a two-staged transformer network architecture, that fits parametric surface patches to a set of sketch strokes. We devise a novel pseudo height field representation that enables sketchTransformer to handle the noise and sparseness in the input strokes. Our method interactively evolves the surface model while maintaining smooth joins to nearby patches. We show two frontends for our framework, one on the desktop and as a mobile AR application, to illustrate how our method complements a standard 3D modelling pipelines. We can robustly handle a large variety of input 3D strokes, that competing methods cannot parse adequately.

Poster
RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS

Michael Niemeyer, Fabian Manhardt, Marie-Julie Rakotosaona, Michael Oechsle, Daniel Duckworth, Rama Gosula, Keisuke Tateno, John Bates, Dominik Kaeser, Federico Tombari

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Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While radiance field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.

Oral
FOCUS - Multi-View Foot Reconstruction From Synthetically Trained Dense Correspondences

Oliver Boyne, Roberto Cipolla

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Surface reconstruction from multiple, calibrated images is a challenging task - often requiring a large number of collected images with significant overlap. We look at the specific case of human foot reconstruction. As with previous successful foot reconstruction work, we seek to extract rich per-pixel geometry cues from multi-view RGB images, and fuse these into a final 3D object. Our method, FOCUS, tackles this problem with 3 main contributions: (i) SynFoot2, an extension of an existing synthetic foot dataset to include a new data type: dense correspondence with the parameterized foot model FIND; (ii) an uncertainty-aware dense correspondence predictor trained on our synthetic dataset; (iii) two methods for reconstructing a 3D surface from dense correspondence predictions: one inspired by Structure-from-Motion, and one optimization-based using the FIND model. We show that our reconstruction achieves state-of-the-art reconstruction quality in a few-view setting, performing comparably to state-of-the-art when many views are available, and runs substantially faster. We release our synthetic dataset to the research community. Code is available at: https://github.com/OllieBoyne/FOCUS

Poster
GVP: Generative Volumetric Primitives

MALLIKARJUN BYRASANDRA RAMALINGA REDDY, Xingang Pan, Mohamed Elgharib, Christian Theobalt

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Advances in 3D-aware generative models have pushed the boundary of image synthesis with explicit camera control. To achieve high-resolution image synthesis, several attempts have been made to design efficient generators, such as hybrid architectures with both 3D and 2D components. However, such a design compromises multiview consistency, and the design of a pure 3D generator with high resolution is still an open problem. In this work, we present Generative Volumetric Primitives (GVP), the first pure 3D volumetric generative model that can sample and render 512-resolution images in real-time. GVP jointly models a number of volumetric primitives and their spatial information, both of which can be efficiently generated via a 2D convolutional network. The mixture of these primitives naturally captures the sparsity in the 3D volume. The training of such a generator with a high degree of freedom is made possible through a combination of adversarial and knowledge distillation training. The learned model exhibits dense 3D correspondences between samples. We provide exhaustive qualitative and qualitative evaluations for dense correspondences. Experiments on several datasets demonstrate superior efficiency, 3D consistency, and the emergence of dense correspondences of GVP over the state-of-the-art.

Poster
E-3DGS: Event-Based Novel View Rendering of Large-Scale Scenes Using 3D Gaussian Splatting

Sohaib Zahid, Viktor Rudnev, Eddy Ilg, Vladislav Golyanik

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Novel view synthesis techniques predominantly utilize RGB cameras, inheriting their limitations such as the need for sufficient lighting, susceptibility to motion blur, and restricted dynamic range. In contrast, event cameras are significantly more resilient to these limitations but have been less explored in this domain, particularly in large-scale settings. Current methodologies primarily focus on front-facing or object-oriented (360-degree view) scenarios. For the first time, we introduce 3D Gaussians for event-based novel view synthesis. Our method reconstructs large and unbounded scenes with high visual quality. We contribute the first real and synthetic event datasets tailored for this setting. Our method demonstrates superior novel view synthesis and consistently outperforms the baseline EventNeRF by a margin of 11−25% in PSNR (dB) while being orders of magnitude faster in reconstruction and rendering.

Poster
Betsu-Betsu: Separable 3D Reconstruction of Two Interacting Objects from Multiple Views

Suhas Gopal, Rishabh Dabral, Vladislav Golyanik, Christian Theobalt

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Separable 3D reconstruction of multiple objects from multi-view RGB images—resulting in two different 3D shapes for the two objects with a clear separation between them—remains a sparely researched problem. It is challenging due to severe mutual occlusions and ambiguities along the objects’ interaction boundaries. This paper investigates the setting and introduces a new neuro-implicit method that can reconstruct the geometry and appearance of two objects undergoing close interactions while disjoining both in 3D, avoiding surface inter-penetrations and enabling novel-view synthesis of the observed scene. In our approach, the objects in the scene are first encoded using a shared multi-resolution hash grid. Next, its features are decoded into two neural SDFs for the respective objects. The framework is end-to-end trainable and supervised using a novel alpha-blending regularization that ensures that the two geometries are well separated even under extreme occlusions. Our reconstruction method is markerless and can be applied to rigid as well as articulated objects. We introduce a new dataset consisting of close interactions between a human and an object and also evaluate on two scenes of humans performing martial arts. The experiments confirm the effectiveness of our framework and substantial improvements using 3D and novel view synthesis metrics compared to several existing approaches applicable in our setting.

Poster
EgoGaussian: Dynamic Scene Understanding from Egocentric Video with 3D Gaussian Splatting

Daiwei Zhang, Gengyan Li, Jiajie Li, Mickaël Bressieux, Otmar Hilliges, Marc Pollefeys, Luc Van Gool, Xi Wang

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Human activities are inherently complex, and even simple household tasks involve numerous object interactions. To better understand these activities and behaviors, it is crucial to model their dynamic interactions with the environment. The recent availability of affordable head-mounted cameras and egocentric data offers a more accessible and efficient means to understand dynamic human-object interactions in 3D environments. However, most existing methods for human activity modeling either focus on reconstructing 3D models of hand-object or human-scene interactions or on mapping 3D scenes, neglecting dynamic interactions with objects. The few existing solutions often require inputs from multiple sources, including multi-camera setups, depth-sensing cameras, or kinesthetic sensors. To this end, we introduce EgoGaussian, the first method capable of simultaneously reconstructing 3D scenes and dynamically tracking 3D object motion from RGB egocentric input alone. We leverage the uniquely discrete nature of Gaussian Splatting and segment dynamic interactions from the background. Our approach employs a clip-level online learning pipeline that leverages the dynamic nature of human activities, allowing us to reconstruct the temporal evolution of the scene in chronological order and track rigid object motion. Additionally, our method automatically segments object and background Gaussians, providing 3D representations for both static scenes and dynamic objects. EgoGaussian outperforms previous NeRF and Dynamic Gaussian methods in challenging in-the-wild videos and we also qualitatively demonstrate the high quality of the reconstructed models.

Poster