CVPR 2025 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

2,872papers

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

  • Poster
    2,46885.9%
  • Other / unlabeled
    40414.1%

Browse all papers

Topic: 3D Vision · 434 papers · Reset filters

MeGA: Hybrid Mesh-Gaussian Head Avatar for High-Fidelity Rendering and Head Editing

Cong Wang, Di Kang, Heyi Sun, Shenhan Qian, Zixuan Wang, Linchao Bao, Song-Hai Zhang

Expand abstract

Creating high-fidelity head avatars from multi-view videos is essential for many AR/VR applications. However, current methods often struggle to achieve high-quality renderings across all head components (e.g., skin vs. hair) due to the limitations of using one single representation for elements with varying characteristics. In this paper, we introduce a Hybrid Mesh-Gaussian Head Avatar (MeGA) that models different head components with more suitable representations. Specifically, we employ an enhanced FLAME mesh for the facial representation and predict a UV displacement map to provide per-vertex offsets for improved personalized geometric details. To achieve photorealistic rendering, we use deferred neural rendering to obtain facial colors and decompose neural textures into three meaningful parts. For hair modeling, we first build a static canonical hair using 3D Gaussian Splatting. A rigid transformation and an MLP-based deformation field are further applied to handle complex dynamic expressions. Combined with our occlusion-aware blending, MeGA generates higher-fidelity renderings for the whole head and naturally supports diverse downstream tasks. Experiments on the NeRSemble dataset validate the effectiveness of our designs, outperforming previous state-of-the-art methods and enabling versatile editing capabilities, including hairstyle alteration and texture editing.

Poster
Matrix3D: Large Photogrammetry Model All-in-One

Yuanxun Lu, Jingyang Zhang, Tian Fang, Jean-Daniel Nahmias, Yanghai Tsin, Long Quan, Xun Cao, Yao Yao, Shiwei Li

Expand abstract

We present Matrix3D, a unified model that performs several photogrammetry subtasks, including pose estimation, depth prediction, and novel view synthesis using just the same model. Matrix3D utilizes a multi-modal diffusion transformer (DiT) to integrate transformations across several modalities, such as images, camera parameters, and depth maps. The key to Matrix3D's large-scale multi-modal training lies in the incorporation of a mask learning strategy. This enables full-modality model training even with partially complete data, such as bi-modality data of image-pose and image-depth pairs, thus significantly increases the pool of available training data. Matrix3D demonstrates state-of-the-art performance in pose estimation and novel view synthesis tasks. Additionally, it offers fine-grained control through multi-round interactions, making it an innovative tool for 3D content creation. Project page: https://nju-3dv.github.io/projects/matrix3d.

Highlight
Masked Point-Entity Contrast for Open-Vocabulary 3D Scene Understanding

Yan Wang, Baoxiong Jia, Ziyu Zhu, Siyuan Huang

Expand abstract

Open-vocabulary 3D scene understanding is pivotal for enhancing physical intelligence, as it enables embodied agents to interpret and interact dynamically within real-world environments. This paper introduces MPEC, a novel Masked Point-Entity Contrastive learning method for open-vocabulary 3D semantic segmentation that leverages both 3D entity-language alignment and point-entity consistency across different point cloud views to foster entity-specific feature representations. Our method improves semantic discrimination and enhances the differentiation of unique instances, achieving state-of-the-art results on ScanNet for open-vocabulary 3D semantic segmentation and demonstrating superior zero-shot scene understanding capabilities. Extensive fine-tuning experiments on 8 datasets, spanning from low-level perception to high-level reasoning tasks, showcase the potential of learned 3D features, driving consistent performance gains across varied 3D scene understanding tasks.

Poster
MaskGaussian: Adaptive 3D Gaussian Representation from Probabilistic Masks

Yifei Liu, Zhihang Zhong, Yifan Zhan, Sheng Xu, Xiao Sun

Expand abstract

While 3D Gaussian Splatting (3DGS) has demonstrated remarkable performance in novel view synthesis and real-time rendering, the high memory consumption due to the use of millions of Gaussians limits its practicality. To mitigate this issue, improvements have been made by pruning unnecessary Gaussians, either through a hand-crafted criterion or by using learned masks. However, these methods deterministically remove Gaussians based on a snapshot of the pruning moment, leading to sub-optimized reconstruction performance from a long-term perspective. To address this issue, we introduce MaskGaussian, which models Gaussians as probabilistic entities rather than permanently removing them, and utilize them according to their probability of existence. To achieve this, we propose a masked-rasterization technique that enables unused yet probabilistically existing Gaussians to receive gradients, allowing for dynamic assessment of their contribution to the evolving scene and adjustment of their probability of existence. Hence, the importance of Gaussians iteratively changes and the pruned Gaussians are selected diversely. Extensive experiments demonstrate the superiority of the proposed method in achieving better rendering quality with fewer Gaussians than previous pruning methods, pruning over 60% of Gaussians on average with only a 0.02 PSNR decline. Our code can be found at: https://github.com/kaikai23/MaskGaussian

Poster
Mani-GS: Gaussian Splatting Manipulation with Triangular Mesh

Xiangjun Gao, Xiaoyu Li, Yiyu Zhuang, Qi Zhang, Wenbo Hu, Chaopeng Zhang, Yao Yao, Ying Shan, Long Quan

Expand abstract

Neural 3D representations, such as Neural Radiation Fields (NeRF), excel at producing photorealistic rendering results but lack the flexibility for manipulation and editing which is crucial for content creation. However, manipulating NeRF is not highly controllable and requires a long training and inference time. With the emergence of 3D Gaussian Splatting (3DGS), extremely high-fidelity novel view synthesis can be achieved using an explicit point-based 3D representation with much faster training and rendering speed. However, there is still a lack of effective means to manipulate 3DGS freely while maintaining rendering quality. In this work, we aim to tackle the challenge of achieving manipulable photo-realistic rendering. We propose to utilize a triangular mesh to manipulate 3DGS directly with self-adaptation. This approach reduces the need to design various algorithms for different types of 3DGS manipulation. By utilizing a triangle shape-aware Gaussian binding and adapting method, we can achieve 3DGS manipulation and preserve high-fidelity rendering. In addition, our method is also effective with inaccurate meshes extracted from 3DGS. Experiments demonstrate our method's effectiveness and superiority over baseline approaches.

Poster
MambaVision: A Hybrid Mamba-Transformer Vision Backbone

Ali Hatamizadeh, Jan Kautz

Expand abstract

We propose a novel hybrid Mamba-Transformer backbone, MambaVision, specifically tailored for vision applications. Our core contribution includes redesigning the Mamba formulation to enhance its capability for efficient modeling of visual features. Through a comprehensive ablation study, we demonstrate the feasibility of integrating Vision Transformers (ViT) with Mamba. Our results show that equipping the Mamba architecture with self-attention blocks in the final layers greatly improves its capacity to capture long-range spatial dependencies. Based on these findings, we introduce a family of MambaVision models with a hierarchical architecture to meet various design criteria. For classification on the ImageNet-1K dataset, MambaVision variants achieve state-of-the-art (SOTA) performance in terms of both Top-1 accuracy and throughput. In downstream tasks such as object detection, instance segmentation, and semantic segmentation on MS COCO and ADE20K datasets, MambaVision outperforms comparably sized backbones while demonstrating favorable performance. Code: https://github.com/NVlabs/MambaVision

Poster
MambaOut: Do We Really Need Mamba for Vision?

Weihao Yu, Xinchao Wang

Expand abstract

Mamba, an architecture with RNN-like token mixer of state space model (SSM), was recently introduced to address the quadratic complexity of the attention mechanism and subsequently applied to vision tasks. Nevertheless, the performance of Mamba for vision is often underwhelming when compared with convolutional and attention-based models. In this paper, we delve into the essence of Mamba, and conceptually conclude that Mamba is ideally suited for tasks with long-sequence and autoregressive characteristics. For vision tasks, as image classification on ImageNet does not align with either characteristic, we hypothesize that Mamba is not necessary for this task; Detection and segmentation tasks on COCO or ADE20K are also not autoregressive, yet they adhere to the long-sequence characteristic, so we believe it is still worthwhile to explore Mamba's potential for these tasks. To empirically verify our hypotheses, we construct a series of models named MambaOut through stacking Mamba blocks while removing their core token mixer, SSM. Experimental results strongly support our hypotheses. Specifically, our MambaOut model surpasses all visual Mamba models on ImageNet image classification, indicating that Mamba is indeed unnecessary for this task. As for detection and segmentation, MambaOut cannot match the performance of state-of-the-art visual Mamba models, demonstrating the potential of Mamba for long-sequence visual tasks.

Poster
Mamba-Reg: Vision Mamba Also Needs Registers

Feng Wang, Jiahao Wang, Sucheng Ren, Guoyizhe Wei, Jieru Mei, Wei Shao, Yuyin Zhou, Alan Yuille, Cihang Xie

Expand abstract

Similar to Vision Transformers, this paper identifies artifacts also present within the feature maps of Vision Mamba. These artifacts, corresponding to high-norm tokens emerging in low-information background areas of images, appear much more severe in Vision Mamba---they exist prevalently even with the tiny-sized model and activate extensively across background regions. To mitigate this issue, we follow the prior solution of introducing register tokens into Vision Mamba. To better cope with Mamba blocks' uni-directional inference paradigm, two key modifications are introduced: 1) evenly inserting registers throughout the input token sequence, and 2) recycling registers for final decision predictions. We term this new architecture MambaReg. Qualitative observations suggest, compared to vanilla Vision Mamba, MambaReg's feature maps appear cleaner and more focused on semantically meaningful regions. Quantitatively, MambaReg attains stronger performance and scales better. For example, on the ImageNet benchmark, our MambaReg-B attains 83.0% accuracy, significantly outperforming Vim-B's 81.8%; furthermore, we provide the first successful scaling to the large model size (i.e., with 340M parameters), attaining a competitive accuracy of 83.6% (84.5% if finetuned with 384x384 inputs). Additional validation on the downstream semantic segmentation task also supports MambaReg's efficacy.

Poster
Make-It-Animatable: An Efficient Framework for Authoring Animation-Ready 3D Characters

Zhiyang Guo, Jinxu Xiang, Kai Ma, Wengang Zhou, Houqiang Li, Ran Zhang

Expand abstract

3D characters are essential to modern creative industries, but making them animatable often demands extensive manual work in tasks like rigging and skinning. Existing automatic rigging tools face several limitations, including the necessity for manual annotations, rigid skeleton topologies, and limited generalization across diverse shapes and poses. An alternative approach generates animatable avatars pre-bound to a rigged template mesh. However, this method often lacks flexibility and is typically limited to realistic human shapes. To address these issues, we present Make-It-Animatable, a novel data-driven method to make any 3D humanoid model ready for character animation in less than one second, regardless of its shapes and poses. Our unified framework generates high-quality blend weights, bones, and pose transformations. By incorporating a particle-based shape autoencoder, our approach supports various 3D representations, including meshes and 3D Gaussian splats. Additionally, we employ a coarse-to-fine representation and a structure-aware modeling strategy to ensure both accuracy and robustness, even for characters with non-standard skeleton structures. We conducted extensive experiments to validate our framework's effectiveness. Compared to existing methods, our approach demonstrates significant improvements in both quality and speed. More demos and code are available at https://jasongzy.github.io/Make-It-Animatable/.

Highlight
MVBoost: Boost 3D Reconstruction with Multi-View Refinement

Xiangyu Liu, Xiaomei Zhang, Zhiyuan Ma, Xiangyu Zhu, Zhen Lei

Expand abstract

Recent advancements in 3D object reconstruction have been remarkable, yet most current 3D models rely heavily on existing 3D datasets. The scarcity of diverse 3D datasets results in limited generalization capabilities of 3D reconstruction models. In this paper, we propose a novel framework for boosting 3D reconstruction with multi-view refinement (MVBoost) by generating pseudo-GT data. The key of MVBoost is combining the advantages of the high accuracy of the multi-view generation model and the consistency of the 3D reconstruction model to create a reliable data source. Specifically, given a single-view input image, we employ a multi-view diffusion model to generate multiple views, followed by a large 3D reconstruction model to produce consistent 3D data. MVBoost then adaptively refines these multi-view images, rendered from the consistent 3D data, to build a large-scale multi-view dataset for training a feed-forward 3D reconstruction model. Additionally, the input view optimization is designed to optimize the corresponding viewpoints based on the user's input image, ensuring that the most important viewpoint is accurately tailored to the user's needs. Extensive evaluations demonstrate that our method achieves superior reconstruction results and robust generalization compared to prior works.

Poster
MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds

Zhenggang Tang, Yuchen Fan, Dilin Wang, Hongyu Xu, Rakesh Ranjan, Alexander Schwing, Zhicheng Yan

Expand abstract

Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code released.

Poster
MUSt3R: Multi-view Network for Stereo 3D Reconstruction

Yohann Cabon, Lucas Stoffl, Leonid Antsfeld, Gabriela Csurka, Boris Chidlovskii, Jerome Revaud, Vincent Leroy

Expand abstract

DUSt3R introduced a novel paradigm in geometric computer vision by proposing a model that can provide dense and unconstrained Stereo 3D Reconstruction of arbitrary image collections with no prior information about camera calibration nor viewpoint poses. Under the hood, however, DUSt3R processes image pairs, regressing local 3D reconstructions that need to be aligned in a global coordinate system. The number of pairs, growing quadratically, is an inherent limitation that becomes especially concerning for robust and fast optimization in the case of large image collections. In this paper, we propose an extension of DUSt3R from pairs to multiple views, that addresses all aforementioned concerns. Indeed, we propose a Multi-view Network for Stereo 3D Reconstruction, or MUSt3R, that modifies the DUSt3R architecture by making it symmetric and extending it to directly predict 3D structure for all views in a common coordinate frame. Second, we entail the model with a multi-layer memory mechanism which allows to reduce the computational complexity and to scale the reconstruction to large collections, inferring thousands of 3D pointmaps at high frame-rates with limited added complexity. The framework is designed to perform 3D reconstruction both offline and online, and hence can be seamlessly applied to SfM and visual SLAM scenarios showing state-of-the-art performance on various 3D downstream tasks, including uncalibrated Visual Odometry, relative camera pose, scale and focal estimation, 3D reconstruction and multi-view depth estimation.

Highlight
MNE-SLAM: Multi-Agent Neural SLAM for Mobile Robots

Tianchen Deng, Guole Shen, Chen Xun, Shenghai Yuan, Tongxin Jin, Hongming Shen, Yanbo Wang, Jingchuan Wang, Hesheng Wang, Danwei Wang, Weidong Chen

Expand abstract

Neural implicit scene representations have recently shown promising results in dense visual SLAM. However, existing implicit SLAM algorithms are constrained to single-agent scenarios, and fall difficulty in large indoor scenes and long sequences. Existing multi-agent SLAM frameworks cannot meet the constraints of communication bandwidth. To this end, we propose the first distributed multi-agent collaborative SLAM framework with distributed mapping and camera tracking, joint scene representation, intra-to-inter loop closure, and multi-submap fusion. Specifically, our proposed distributed neural mapping and tracking framework only needs peer-to-peer communication, which can greatly improve multi-agent cooperation and communication efficiency. A novel intra-to-inter loop closure method is designed to achieve local (single-agent) and global (multi-agent) consistency. Furthermore, to the best of our knowledge, there is no real-world dataset for NeRF-based/GS-based SLAM that provides both continuous-time trajectories groundtruth and high-accuracy 3D meshes groundtruth. To this end, we propose the first real-world indoor neural slam (INS) dataset covering both single-agent and multi-agent scenarios, ranging from small room to large-scale scenes, with high-accuracy ground truth for both 3D mesh and continuous-time camera trajectory. This dataset can advance the development of the community. Experiments on various datasets demonstrate the superiority of the proposed method in both mapping, tracking, and communication. The dataset and code will be open-source on https://github.com/dtc111111/MNESLAM.

Poster
MIRE: Matched Implicit Neural Representations

Dhananjaya Jayasundara, Heng Zhao, Demetrio Labate, Vishal M. Patel

Expand abstract

Implicit Neural Representations (INRs) are continuous function learners for conventional digital signal representations. With the aid of positional embeddings and/or exhaustively fine-tuned activation functions, INRs have surpassed many limitations of traditional discrete representations. However, existing works only find a continuous representation for the digital signal by solely using a single, fixed activation function throughout the INR, and it has not yet been explored to match the INR to the given signal. As current INRs are not matched to the signal being represented by the INR, we hypothesize that this approach could restrict the representation power and generalization capabilities of INRs, limiting their broader applicability. A way to match the INR to the signal being represented is through matching the activation of each layer in the sense of minimizing the mean squared loss. In this paper, we introduce MIRE, a method to find the highly matched activation function for each layer in INR through dictionary learning. To showcase the effectiveness of the proposed method, we utilize a dictionary that includes seven activation atoms: Raised Cosines (RC), Root Raised Cosines (RRC), Prolate Spheroidal Wave Function (PSWF), Sinc, Gabor Wavelet, Gaussian, and Sinusoidal. Experimental results demonstrate that MIRE not only significantly improves INR performance across various tasks, such as image representation, image inpainting, 3D shape representation, novel view synthesis, super-resolution, and reliable edge detection, but also eliminates the need for the previously required exhaustive search for activation parameters, which had to be conducted even before INR training could begin.

Poster
MICAS: Multi-grained In-Context Adaptive Sampling for 3D Point Cloud Processing

Feifei Shao, Ping Liu, Zhao Wang, Yawei Luo, Hongwei Wang, Jun Xiao

Expand abstract

Point cloud processing (PCP) encompasses tasks like reconstruction, denoising, registration, and segmentation, each often requiring specialized models to address unique task characteristics. While in-context learning (ICL) has shown promise across tasks by using a single model with task-specific demonstration prompts, its application to PCP reveals significant limitations. We identify inter-task and intra-task sensitivity issues in current ICL methods for PCP, which we attribute to inflexible sampling strategies lacking context adaptation at the point and prompt levels. To address these challenges, we propose MICAS, an advanced ICL framework featuring a multi-grained adaptive sampling mechanism tailored for PCP. MICAS introduces two core components: task-adaptive point sampling, which leverages inter-task cues for point-level sampling, and query-specific prompt sampling, which selects optimal prompts per query to mitigate intra-task sensitivity. To our knowledge, this is the first approach to introduce adaptive sampling tailored to the unique requirements of point clouds within an ICL framework. Extensive experiments show that MICAS not only efficiently handles various PCP tasks but also significantly outperforms existing methods. Notably, it achieves a remarkable 4.1% improvement in the part segmentation task and delivers consistent gains across various PCP applications.

Poster
MESC-3D:Mining Effective Semantic Cues for 3D Reconstruction from a Single Image

Shaoming Li, Qing Cai, Songqi Kong, Runqing Tan, Heng Tong, Shiji Qiu, Yongguo Jiang, Zhi Liu

Expand abstract

Reconstructing 3D shapes from a single image plays an important role in computer vision. Many methods have been proposed and achieve impressive performance. However, existing methods mainly focus on extracting semantic information from images and then simply concatenating it with 3D point clouds without further exploring the concatenated semantics. As a result, these entangled semantic features significantly hinder the reconstruction performance. In this paper, we propose a novel single-image 3D reconstruction method called Mining Effective Semantic Cues for 3D Reconstruction from a Single Image (MESC-3D), which can actively mine effective semantic cues from entangled features. Specifically, we design an Effective Semantic Mining Module, which incorporates a point-selection map establish connections between point clouds and semantic attributes, enabling the point clouds to autonomously select the necessary information. Furthermore, to address the potential insufficiencies in semantic information from a single image, such as occlusions, inspired by the human ability to represent 3D objects using prior knowledge drawn from daily experiences, we introduce a 3D Semantic Prior Learning Module. This module employs contrastive learning paradigm along with a learnable text prompt to incorporates semantic understanding of spatial structures, enabling the model to interpret and reconstruct 3D objects with greater accuracy and realism, closely mirroring human perception of complex 3D environments. Extensive evaluations show that our method achieves significant improvements in reconstruction quality and robustness compared to prior works. Additionally, further experiments validate the strong generalization capabilities and excels in zero-shot preformance on unseen classes. Code is available at https://github.com/QINGQINGLE/MESC-3D.

Poster
MDP: Multidimensional Vision Model Pruning with Latency Constraint

Xinglong Sun, Barath Lakshmanan, Maying Shen, Shiyi Lan, Jingde Chen, Jose M. Alvarez

Expand abstract

Current structural pruning methods face two significant limitations: (i) they often limit pruning to finer-grained levels like channels, making aggressive parameter reduction challenging, and (ii) they focus heavily on parameter and FLOP reduction, with existing latency-aware methods frequently relying on simplistic, suboptimal linear models that fail to generalize well to transformers, where multiple interacting dimensions impact latency. In this paper, we address both limitations by introducing Multi-Dimensional Pruning(MDP), a novel paradigm that jointly optimizes across a variety of pruning granularities--including channels, query/key, heads, embeddings, and blocks. MDP employs an advanced latency modeling technique to accurately capture latency variations across all prunable dimensions, achieving an optimal balance between latency and accuracy. By reformulating pruning as a Mixed-Integer Nonlinear Program (MINLP), MDP efficiently identifies the optimal pruned structure across all prunable dimensions while respecting latency constraints. This versatile framework supports both CNNs and transformers. Extensive experiments demonstrate that MDP significantly outperforms previous methods, especially at high pruning ratios. On ImageNet, MDP achieves a 28% speed increase with a +1.4 Top-1 accuracy improvement over prior work like HALP for ResNet50 pruning. Against the latest transformer pruning method, Isomorphic, MDP delivers an additional 37% acceleration with a +0.7 Top-1 accuracy improvement.

Poster
MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views

Antoine Guedon, Tomoki Ichikawa, Kohei Yamashita, Ko Nishino

Expand abstract

We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism.

Highlight
MASt3R-SLAM: Real-Time Dense SLAM with 3D Reconstruction Priors

Riku Murai, Eric Dexheimer, Andrew J. Davison

Expand abstract

We present a real-time monocular dense SLAM system designed bottom-up from MASt3R, a two-view 3D reconstruction and matching prior. Equipped with this strong prior, our system is robust on in-the-wild video sequences despite making no assumption on a fixed or parametric camera model beyond a unique camera centre. We introduce efficient methods for pointmap matching, camera tracking and local fusion, graph construction and loop closure, and second-order global optimisation. With known calibration, a simple modification to the system achieves state-of-the-art performance across various benchmarks. Altogether, we propose a plug-and-play monocular SLAM system capable of producing globally consistent poses and dense geometry while operating at 15 FPS.

Highlight