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%

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Topic: 3D Vision · 434 papers · Reset filters

From Sparse to Dense: Camera Relocalization with Scene-Specific Detector from Feature Gaussian Splatting

Zhiwei Huang, Hailin Yu, Yichun Shentu, Jin Yuan, Guofeng Zhang

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This paper presents a novel camera relocalization method, STDLoc, which leverages Feature Gaussian as scene representation. STDLoc is a full relocalization pipeline that can achieve accurate relocalization without relying on any pose prior. Unlike previous coarse-to-fine localization methods that require image retrieval first and then feature matching, we propose a novel sparse-to-dense localization paradigm. Based on this scene representation, we introduce a novel matching-oriented Gaussian sampling strategy and a scene-specific detector to achieve efficient and robust initial pose estimation. Furthermore, based on the initial localization results, we align the query feature map to the Gaussian feature field by dense feature matching to enable accurate localization. The experiments on indoor and outdoor datasets show that STDLoc outperforms current state-of-the-art localization methods in terms of localization accuracy and recall. Our code is available on the project website: https://zju3dv.github.io/STDLoc.

Poster
FreeTimeGS: Free Gaussian Primitives at Anytime Anywhere for Dynamic Scene Reconstruction

Yifan Wang, Peishan Yang, Zhen Xu, Jiaming Sun, Zhanhua Zhang, Yong Chen, Hujun Bao, Sida Peng, Xiaowei Zhou

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This paper addresses the challenge of reconstructing dynamic 3D scenes with complex motions. Some recent works define 3D Gaussian primitives in the canonical space and use deformation fields to map canonical primitives to observation spaces, achieving real-time dynamic view synthesis. However, these methods often struggle to handle scenes with complex motions due to the difficulty of optimizing deformation fields. To overcome this problem, we propose FreeTimeGS, a novel 4D representation that allows Gaussian primitives to appear at arbitrary time and locations. In contrast to canonical Gaussian primitives, our representation possesses the strong flexibility, thus improving the ability to model dynamic 3D scenes. In addition, we endow each Gaussian primitive with an motion function, allowing it to move to neighboring regions over time, which reduces the temporal redundancy. Experiments results on several datasets show that the rendering quality of our method outperforms recent methods by a large margin. The code will be released for reproducibility.

Poster
FreeSim: Toward Free-viewpoint Camera Simulation in Driving Scenes

Lue Fan, Hao Zhang, Qitai Wang, Hongsheng Li, Zhaoxiang Zhang

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We propose FreeSim, a camera simulation method for driving scenes via 3D Gaussian Splatting and diffusion-based image generation. FreeSim emphasizes high-quality rendering from viewpoints beyond the recorded ego trajectories. In such viewpoints, previous methods have unacceptable degradation because the training data of these viewpoints is unavailable. To address such data scarcity, we first propose a generative enhancement model with a matched data construction strategy. The resulting model can generate high-quality images in a viewpoint slightly deviated from the recorded trajectories, conditioned on the degraded rendering of this viewpoint. We then propose a progressive reconstruction strategy, which progressively adds generated images in unrecorded views into the reconstruction process, starting from slightly off-trajectory viewpoints and moving progressively farther away. With this progressive generation-reconstruction pipeline, FreeSim supports high-quality off-trajectory view synthesis under large deviations of more than 3 meters.

Poster
Free360: Layered Gaussian Splatting for Unbounded 360-Degree View Synthesis from Extremely Sparse and Unposed Views

Chong Bao, Xiyu Zhang, Zehao Yu, Jiale Shi, Guofeng Zhang, Songyou Peng, Zhaopeng Cui

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Neural rendering has demonstrated remarkable success in high-quality 3D neural reconstruction and novel view synthesis with dense input views and accurate poses. However, applying it to sparse, unposed views in unbounded 360* scenes remains a challenging problem. In this paper, we propose a novel neural rendering framework to accomplish the unposed and extremely sparse-view 3D reconstruction in unbounded 360* scenes. To resolve the spatial ambiguity inherent in unbounded scenes with sparse input views, we propose a layered Gaussian-based representation to effectively model the scene with distinct spatial layers. By employing a dense stereo reconstruction model to recover coarse geometry, we introduce a layer-specific bootstrap optimization to refine the noise and fill occluded regions in the reconstruction. Furthermore, we propose an iterative fusion of reconstruction and generation alongside an uncertainty-aware training approach to facilitate mutual conditioning and enhancement between these two processes. Comprehensive experiments show that our approach outperforms existing state-of-the-art methods in terms of rendering quality and surface reconstruction accuracy. Project page: https://zju3dv.github.io/free360/

Poster
ForestLPR: LiDAR Place Recognition in Forests Attentioning Multiple BEV Density Images

Yanqing Shen, Turcan Tuna, Marco Hutter, Cesar Cadena, Nanning Zheng

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Place recognition is essential to maintain global consistency in large-scale localization systems. While research in urban environments has progressed significantly using LiDARs or cameras, applications in natural forest-like environments remain largely underexplored. Furthermore, forests present particular challenges due to high self-similarity and substantial variations in vegetation growth over time. In this work, we propose a robust LiDAR-based place recognition method for natural forests, ForestLPR. We hypothesize that a set of cross-sectional images of the forest's geometry at different heights contains the information needed to recognize revisiting a place. The cross-sectional images are represented by bird's-eye view (BEV) density images of horizontal slices of the point cloud at different heights. Our approach utilizes a visual transformer as the shared backbone to produce sets of local descriptors and introduces a multi-BEV interaction module to attend to information at different heights adaptively. It is followed by an aggregation layer that produces a rotation-invariant place descriptor. We evaluated the efficacy of our method extensively on real-world data from public benchmarks as well as robotic datasets and compared it against the state-of-the-art (SOTA) methods. The results indicate that ForestLPR has consistently good performance on all evaluations and achieves an average increase of 7.38% and 9.11% on Recall@1 over the closest competitor on intra-sequence loop closure detection and inter-sequence re-localization, respectively, validating our hypothesis.

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FluidNexus: 3D Fluid Reconstruction and Prediction from a Single Video

Yue Gao, Hong-Xing Yu, Bo Zhu, Jiajun Wu

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We study reconstructing and predicting 3D fluid appearance and velocity from a single video. Current methods require multi-view videos for fluid reconstruction. We present FluidNexus, a novel framework that bridges video generation and physics simulation to tackle this task. Our key insight is to synthesize multiple novel-view videos as references for reconstruction. FluidNexus consists of two key components: (1) a novel-view video synthesizer that combines frame-wise view synthesis with video diffusion refinement for generating realistic videos, and (2) a physics-integrated particle representation coupling differentiable simulation and rendering to simultaneously facilitate 3D fluid reconstruction and prediction. To evaluate our approach, we collect two new real-world fluid datasets featuring textured backgrounds and object interactions. Our method enables dynamic novel view synthesis, future prediction, and interaction simulation from a single fluid video. Project website: https://yuegao.me/FluidNexus.

Poster
Flow-NeRF: Joint Learning of Geometry, Poses, and Dense Flow within Unified Neural Representations

Xunzhi Zheng, Dan Xu

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Learning accurate scene reconstruction without pose priors in neural radiance fields is challenging due to inherent geometric ambiguity. Recent development either relies on correspondence priors for regularization or uses off-the-shelf flow estimators to derive analytical poses. However, the potential for jointly learning scene geometry, camera poses, and dense flow within a unified neural representation remains largely unexplored. In this paper, we present Flow-NeRF, a unified framework that simultaneously optimizes scene geometry, camera poses, and dense optical flow all on-the-fly. To enable the learning of dense flow within the neural radiance field, we design and build a bijective mapping for flow estimation, conditioned on pose. To make the scene reconstruction benefit from the flow estimation, we develop an effective feature enhancement mechanism to pass canonical space features to world space representations, significantly enhancing scene geometry. We validate our model across four important tasks, i.e., novel view synthesis, depth estimation, camera pose prediction, and dense optical flow estimation, using several datasets. Our approach surpasses previous methods in almost all metrics for novel-view view synthesis and depth estimation and yields both qualitatively sound and quantitatively accurate novel-view flow. Our project page is https://zhengxunzhi.github.io/flownerf/.

Poster
Floating No More: Object-Ground Reconstruction from a Single Image

Yunze Man, Yichen Sheng, Jianming Zhang, Liang-Yan Gui, Yu-Xiong Wang

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Recent advancements in 3D object reconstruction from single images have primarily focused on improving the accuracy of object shapes. Yet, these techniques often fail to accurately capture the inter-relation between the object, ground, and camera. As a result, the reconstructed objects often appear floating or tilted when placed on flat surfaces. This limitation significantly affects 3D-aware image editing applications like shadow rendering and object pose manipulation. To address this issue, we introduce ORG (Object Reconstruction with Ground), a novel task aimed at reconstructing 3D object geometry in conjunction with the ground surface. Our method uses two compact pixel-level representations to depict the relationship between camera, object, and ground. Experiments show that the proposed ORG model can effectively reconstruct object-ground geometry on unseen data, significantly enhancing the quality of shadow generation and pose manipulation compared to conventional single-image 3D reconstruction techniques.

Poster
FlexGS: Train Once, Deploy Everywhere with Many-in-One Flexible 3D Gaussian Splatting

Hengyu Liu, Yuehao Wang, Chenxin Li, Ruisi Cai, Kevin Wang, Wuyang Li, Pavlo Molchanov, Peihao Wang, Zhangyang Wang

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3D Gaussian splatting (3DGS) has enabled various applications in 3D scene representation and novel view synthesis due to its efficient rendering capabilities. However, 3DGS demands significant GPU memory, limiting its use on devices with restricted computational resources. Previous approaches have focused on pruning less important Gaussians, effectively compressing 3DGS but often requiring a fine-tuning stage and lacking adaptability for the specific memory needs of different devices. In this work, we present an elastic inference method for 3DGS. Given an input for the desired model size, our method selects and transforms a subset of Gaussians, achieving substantial rendering performance without additional fine-tuning. We introduce a tiny learnable module that controls Gaussian selection based on the input percentage, along with a transformation module that adjusts the selected Gaussians to complement the performance of the reduced model. Comprehensive experiments on ZipNeRF, MipNeRF and Tanks&Temples scenes demonstrate the effectiveness of our approach. Code will be publicly available.

Poster
FlexDrive: Toward Trajectory Flexibility in Driving Scene Gaussian Splatting Reconstruction and Rendering

Jingqiu Zhou, Lue Fan, Linjiang Huang, Xiaoyu Shi, Si Liu, Zhaoxiang Zhang, Hongsheng Li

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Driving scene reconstruction and rendering have advanced significantly using the 3D Gaussian Splatting.However, most prior research has focused on the rendering quality along a pre-recorded vehicle path and struggles to generalize to out-of-path viewpoints, which is caused by the lack of high-quality supervision in those out-of-path views. To address this issue, we introduce an Inverse View Warping technique to create compact and high-quality images as supervision for the reconstruction of the out-of-path views, enabling high-quality rendering results for those views.For accurate and robust inverse view warping, a depth bootstrap strategy is proposed to obtain on-the-fly dense depth maps during the optimization process, overcoming the sparsity and incompleteness of LiDAR depth data.Our method achieves superior in-path and out-of-path reconstruction and rendering performance on the widely used Waymo Open dataset.In addition, a simulator-based benchmark is proposed to obtain the out-of-path ground truth and quantitatively evaluate the performance of out-of-path rendering, where our method outperforms previous methods by a significant margin.

Poster
FlashGS: Efficient 3D Gaussian Splatting for Large-scale and High-resolution Rendering

Guofeng Feng, Siyan Chen, Rong Fu, Zimu Liao, Yi Wang, Tao Liu, Boni Hu, Linning Xu, Zhilin Pei, Hengjie Li, Xiuhong Li, Ninghui Sun, Xingcheng Zhang, Bo Dai

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Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated significant potential over traditional rendering techniques, attracting widespread attention from both industry and academia. However, real-time rendering with 3DGS remains a challenging problem, particularly in large-scale, high-resolution scenes due to the presence of numerous anisotropic Gaussian representations, and it has not been extensively explored. To address this challenge, we introduce FlashGS, an open-source CUDA library with Python bindings, featuring comprehensive algorithm design and optimizations, including redundancy elimination, adaptive scheduling, and efficient pipelining. First, we eliminate substantial redundant computations through precise Gaussian intersection tests, leveraging the intrinsic mechanism of the 3DGS rasterizer. During task partitioning, we propose an adaptive scheduling strategy that accounts for variations in Gaussian size and shape. Additionally, we design a multi-stage pipelining strategy for color computation in the rendering process, further accelerating performance. We conduct an extensive evaluation of FlashGS across a diverse range of synthetic and real-world 3D scenes, encompassing scene sizes of up to 2.7 km^2 cityscape and resolutions of up to over 4K. Our approach improves 3DGS rendering performance by an order of magnitude, achieving an average speedup of 7.2x, and rendering at a minimum of 125.9 FPS, setting a new state-of-the-art in real-time 3DGS rendering. https://github.com/InternLandMark/FlashGS.

Poster
Flash3D: Super-scaling Point Transformers through Joint Hardware-Geometry Locality

Liyan Chen, Gregory P. Meyer, Zaiwei Zhang, Eric M. Wolff, Paul Vernaza

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Recent efforts recognize the power of scale in 3D learning (e.g. PTv3) and attention mechanisms (e.g. FlashAttention).However, current point cloud backbones fail to holistically unify geometric locality, attention mechanisms, and GPU architectures in one view.In this paper, we introduce Flash3D Transformer, which aligns geometric locality and GPU tiling through a principled locality mechanism based on Perfect Spatial Hashing (PSH).The common alignment with GPU tiling naturally fuses our PSH locality mechanism with FlashAttention at negligible extra cost.This mechanism affords flexible design choices throughout the backbone that result in superior downstream task results.Flash3D outperforms state-of-the-art PTv3 results on benchmark datasets, delivering a 2.25x speed increase and 2.4x memory efficiency boost. This efficiency enables scaling to wider attention scopes and larger models without additional overhead.Such scaling allows Flash3D to achieve even higher task accuracies than PTv3 under the same compute budget.

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Feature4X: Bridging Any Monocular Video to 4D Agentic AI with Versatile Gaussian Feature Fields

Shijie Zhou, Hui Ren, Yijia Weng, Shuwang Zhang, Zhen Wang, Dejia Xu, Zhiwen Fan, Suya You, Zhangyang Wang, Leonidas Guibas, Achuta Kadambi

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Recent advancements in 2D and multimodal models have achieved remarkable success by leveraging large-scale training on extensive datasets. However, extending these achievements to enable free-form interactions and high-level semantic operations with complex 3D/4D scenes remains challenging. This difficulty stems from the limited availability of large-scale, annotated 3D/4D or multi-view datasets, which are crucial for generalizable vision and language tasks such as open-vocabulary and prompt-based segmentation, language-guided editing, and visual question answering (VQA). In this paper, we introduce Feature4X, a universal framework designed to extend any functionality from 2D vision foundation model into the 4D realm, using only monocular video input, which is widely available from user-generated content. The "X" in Feature4X represents its versatility, enabling any task through adaptable, model-conditioned 4D feature field distillation. At the core of our framework is a dynamic optimization strategy that unifies multiple model capabilities into a single representation. Additionally, to the best of our knowledge, Feature4X is the first method to distill and lift the features of video foundation models (e.g. SAM2, InternVideo2) into an explicit 4D feature field using Gaussian Splatting. Our experiments showcase novel view segment anything, geometric and appearance scene editing, and free-form VQA across all time steps, empowered by LLMs in feedback loops. These advancements broaden the scope of agentic AI applications by providing a foundation for scalable, contextually and spatiotemporally aware systems capable of immersive dynamic 4D scene interaction.

Poster
Feat2GS: Probing Visual Foundation Models with Gaussian Splatting

Yue Chen, Xingyu Chen, Anpei Chen, Gerard Pons-Moll, Yuliang Xiu

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Given that visual foundation models (VFMs) are trained on extensive datasets but often limited to 2D images, a natural question arises: how well do they understand the 3D world? With the differences in architecture and training protocols (i.e., objectives, proxy tasks), a unified framework to fairly and comprehensively probe their 3D awareness is urgently needed. Existing works on 3D probing suggest single-view 2.5D estimation (e.g., depth and normal) or two-view sparse 2D correspondence (e.g., matching and tracking). Unfortunately, these tasks ignore texture awareness, and require 3D data as ground-truth, which limits the scale and diversity of their evaluation set. To address these issues, we introduce Feat2GS, which readout 3D Gaussians attributes from VFM features extracted from unposed images. This allows us to probe 3D awareness for geometry and texture via novel view synthesis, without requiring 3D data. Additionally, the disentanglement of 3DGS parameters - geometry (x, a, S) and texture (c) - enables separate analysis of texture and geometry awareness. Under Feat2GS, we conduct extensive experiments to probe the 3D awareness of several VFMs, and investigate the ingredients that lead to a 3D aware VFM. Building on these findings, we develop several variants that achieve state-of-the-art across diverse datasets. This makes Feat2GS useful for probing VFMs, and as a simple-yet-effective baseline for novel-view synthesis. Code and data will be made available at fanegg.github.io/Feat2GS.

Poster
Fast3R: Towards 3D Reconstruction of 1000+ Images in One Forward Pass

Jianing Yang, Alexander Sax, Kevin J. Liang, Mikael Henaff, Hao Tang, Ang Cao, Joyce Chai, Franziska Meier, Matt Feiszli

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Multi-view 3D reconstruction remains a core challenge in computer vision, particularly in applications requiring accurate and scalable representations across diverse perspectives. Current leading methods such as DUSt3R employ a fundamentally pairwise approach, processing images in pairs and necessitating costly global alignment procedures to reconstruct from multiple views. In this work, we propose Fast 3D Reconstruction (Fast3R), a novel multi-view generalization to DUSt3R that achieves efficient and scalable 3D reconstruction by processing many views in parallel. Fast3R's Transformer-based architecture forwards N images in a single forward pass, bypassing the need for iterative alignment. Through extensive experiments on camera pose estimation and 3D reconstruction, Fast3R demonstrates state-of-the-art performance, with significant improvements in inference speed and reduced error accumulation. These results establish Fast3R as a robust alternative for multi-view applications, offering enhanced scalability without compromising reconstruction accuracy. Project website: https://fast3r-3d.github.io

Poster
FRESA: Feedforward Reconstruction of Personalized Skinned Avatars from Few Images

Rong Wang, Fabian Prada, Ziyan Wang, Zhongshi Jiang, Chengxiang Yin, Junxuan Li, Shunsuke Saito, Igor Santesteban, Javier Romero, Rohan Joshi, Hongdong Li, Jason Saragih, Yaser Sheikh

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We present a novel method for reconstructing personalized 3D human avatars with realistic animation from only a few images. Due to the large variations in body shapes, poses, and cloth types, existing methods mostly require hours of per-subject optimization during inference, which limits their practical applications. In contrast, we learn a universal prior from over a thousand clothed humans to achieve instant feedforward generation and zero-shot generalization. Specifically, instead of rigging the avatar with shared skinning weights, we jointly infer personalized avatar shape, skinning weights, and pose-dependent deformations, which effectively improves overall geometric fidelity and reduces deformation artifacts. Moreover, to normalize pose variations and resolve coupled ambiguity between canonical shapes and skinning weights, we design a 3D canonicalization process to produce pixel-aligned initial conditions, which helps to reconstruct fine-grained geometric details. We then propose a multi-frame feature aggregation to robustly reduce artifacts introduced in canonicalization and fuse a plausible avatar preserving person-specific identities. Finally, we train the model in an end-to-end framework on a large-scale capture dataset, which contains diverse human subjects paired with high-quality 3D scans. Extensive experiments show that our method generates more authentic reconstruction and animation than state-of-the-arts, and can be directly generalized to inputs from casually taken phone photos. Project page and code is available at https://github.com/rongakowang/FRESA.

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FLARE: Feed-forward Geometry, Appearance and Camera Estimation from Uncalibrated Sparse Views

Shangzhan Zhang, Jianyuan Wang, Yinghao Xu, Nan Xue, Christian Rupprecht, Xiaowei Zhou, Yujun Shen, Gordon Wetzstein

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We present FLARE, a feed-forward model designed to infer high-quality camera poses and 3D geometry from uncalibrated sparse-view images (i.e., as few as 2-8 inputs), which is a challenging yet practical setting in real-world applications. Our solution features a cascaded learning paradigm with camera pose serving as the critical bridge, recognizing its essential role in mapping 3D structures onto 2D image planes. Concretely, FLARE starts with camera pose estimation, whose results condition the subsequent learning of geometric structure and appearance, optimized through the objectives of geometry reconstruction and novel-view synthesis. Utilizing large-scale public datasets for training, our method delivers state-of-the-art performance in the tasks of pose estimation, geometry reconstruction, and novel view synthesis, while maintaining the inference efficiency (i.e., less than 0.5 seconds).

Poster
FIMA-Q: Post-Training Quantization for Vision Transformers by Fisher Information Matrix Approximation

Zhuguanyu Wu, Shihe Wang, Jiayi Zhang, Jiaxin Chen, Yunhong Wang

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Post-training quantization (PTQ) has stood out as a cost-effective and promising model compression approach over recent years, as it eliminates the need for retraining on the entire dataset. Unfortunately, most existing PTQ methods for Vision Transformers (ViTs) exhibit a notable drop in accuracy, especially in low-bit cases. To tackle these challenges, we analyze the extensively utilized Hessian-guided quantization loss, and uncover certain limitations within the approximated pre-activation Hessian. Following the block-by-block reconstruction paradigm of PTQ, we first derive a quantization loss based on the Fisher Information Matrix (FIM). Due to the large scale of the complete FIM, we establish the relationship between KL divergence and FIM in the PTQ scenario to enable fast computation of the quantization loss during reconstruction. Subsequently, we develop a Diagonal Plus Low-Rank (DPLR) estimation on FIM to achieve a more nuanced quantization loss. Our extensive experiments, conducted across various vision tasks with distinct representative ViT-based architectures on public benchmark datasets, demonstrate that our method outperforms the state-of-the-art approaches, especially in the case of low-bit quantization. The source code is available at https://github.com/ShiheWang/FIMA-Q.

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FG^2: Fine-Grained Cross-View Localization by Fine-Grained Feature Matching

Zimin Xia, Alexandre Alahi

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We propose a novel fine-grained cross-view localization method that estimates the 3 Degrees of Freedom pose of a ground-level image in an aerial image of the surroundings by matching fine-grained features between the two images. The pose is estimated by aligning a point plane generated from the ground image with a point plane sampled from the aerial image. To generate the ground points, we first map ground image features to a 3D point cloud. Our method then learns to select features along the height dimension to pool the 3D points to a Bird's-Eye-View (BEV) plane. This selection enables us to trace which feature in the ground image contributes to the BEV representation. Next, we sample a set of sparse matches from computed point correspondences between the two point planes and compute their relative pose using Procrustes alignment. Compared to the previous state-of-the-art, our method reduces the mean localization error by 28% on the VIGOR cross-area test set. Qualitative results show that our method learns semantically consistent matches across ground and aerial views through weakly supervised learning from the camera pose.

Poster
FFaceNeRF: Few-shot Face Editing in Neural Radiance Fields

Kwan Yun, Chaelin Kim, Hangyeul Shin, Junyong Noh

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Recent 3D face editing methods using masks have produced high-quality edited images by leveraging Neural Radiance Fields (NeRF). Despite their impressive performance, existing methods often provide limited user control due to the use of pre-trained segmentation masks. To utilize masks with a desired layout, an extensive training dataset is required, which is challenging to gather. We present FFaceNeRF, a NeRF-based face editing technique that can overcome the challenge of limited user control due to the use of fixed mask layouts. Our method employs a geometry adapter with feature injection, allowing for effective manipulation of geometry attributes. Additionally, we adopt latent mixing for tri-plane augmentation, which enables training with a few samples. This facilitates rapid model adaptation to desired mask layouts, crucial for applications in fields like personalized medical imaging or creative face editing. Our comparative evaluations demonstrate that FFaceNeRF surpasses existing mask based face editing methods in terms of flexibility, control, and generated image quality, paving the way for future advancements in customized and high-fidelity 3D face editing.

Poster