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

Extreme Rotation Estimation in the Wild

Hana Bezalel, Dotan Ankri, Ruojin Cai, Hadar Averbach-Elor

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We present a technique and benchmark dataset for estimating the relative 3D orientation between a pair of Internet images captured in an extreme setting, where the images have limited or non-overlapping field of views. Prior work targeting extreme rotation estimation assume constrained 3D environments and emulate perspective images by cropping regions from panoramic views. However, real images captured in the wild are highly diverse, exhibiting variation in both appearance and camera intrinsics. In this work, we propose a Transformer-based method for estimating relative rotations in extreme real-world settings, and contribute the ExtremeLandmarkPairs dataset, assembled from scene-level Internet photo collections. Our evaluation demonstrates that our approach succeeds in estimating the relative rotations in a wide variety of extreme-view Internet image pairs, outperforming various baselines, including dedicated rotation estimation techniques and contemporary 3D reconstruction methods.

Poster
Exploiting Deblurring Networks for Radiance Fields

Haeyun Choi, Heemin Yang, Janghyeok Han, Sunghyun Cho

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In this paper, we propose DeepDeblurRF, a novel radiance field deblurring approach that can synthesize high-quality novel views from blurred training views with significantly reduced training time. DeepDeblurRF leverages deep neural network (DNN)-based deblurring modules to enjoy their deblurring performance and computational efficiency. To effectively combine DNN-based deblurring and radiance field construction, we propose a novel radiance field (RF)-guided deblurring and an iterative framework that performs RF-guided deblurring and radiance field construction in an alternating manner. Moreover, DeepDeblurRF is compatible with various scene representations, such as voxel grids and 3D Gaussians, expanding its applicability. We also present BlurRF-Synth, the first large-scale synthetic dataset for training radiance field deblurring frameworks. We conduct extensive experiments on both camera motion blur and defocus blur, demonstrating that DeepDeblurRF achieves state-of-the-art novel-view synthesis quality with significantly reduced training time.

Poster
Evolving High-Quality Rendering and Reconstruction in a Unified Framework with Contribution-Adaptive Regularization

You Shen, Zhipeng Zhang, Xinyang Li, Yansong Qu, Yu Lin, Shengchuan Zhang, Liujuan Cao

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Representing 3D scenes from multiview images is a core challenge in computer vision and graphics, which requires both precise rendering and accurate reconstruction. Recently, 3D Gaussian Splatting (3DGS) has garnered significant attention for its high-quality rendering and fast inference speed. Yet, due to the unstructured and irregular nature of Gaussian point clouds, ensuring accurate geometry reconstruction remains difficult. Existing methods primarily focus on geometry regularization, with common approaches including primitive-based and dual-model frameworks. However, the former suffers from inherent conflicts between rendering and reconstruction, while the latter is computationally and storage-intensive. To address these challenges, we propose CarGS, a unified model leveraging Contribution adaptive regularization to achieve simultaneous, high-quality rendering and surface reconstruction. The essence of our framework is learning adaptive contribution for Gaussian primitives by squeezing the knowledge from geometry regularization into a compact MLP. Additionally, we introduce a geometry-guided densification strategy with clues from both normals and Signed Distance Fields (SDF) to improve the capability of capturing high-frequency details. Our design improves the mutual learning of the two tasks, meanwhile its unified structure doesn't require separate models as in dual-model based approaches, guaranteeing efficiency. Extensive experiments demonstrate CarGS's ability to achieve state-of-the-art (SOTA) results in both rendering fidelity and reconstruction accuracy while maintaining real-time speed and minimal storage size.

Poster
EventSplat: 3D Gaussian Splatting from Moving Event Cameras for Real-time Rendering

Toshiya Yura, Ashkan Mirzaei, Igor Gilitschenski

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We introduce a method for using event camera data in novel view synthesis via Gaussian Splatting. Event cameras offer exceptional temporal resolution and a high dynamic range. Leveraging these capabilities allows us to effectively address the novel view synthesis challenge in the presence of fast camera motion. For initialization of the optimization process, our approach uses prior knowledge encoded in an event-to-video model. We also use spline interpolation for obtaining high quality poses along the event camera trajectory. This enhances the reconstruction quality from fast-moving cameras while overcoming the computational limitations traditionally associated with event-based Neural Radiance Field (NeRF) methods. Our experimental evaluation demonstrates that our results achieve higher visual fidelity and better performance than existing event-based NeRF approaches while being an order of magnitude faster to render.

Poster
EnvGS: Modeling View-Dependent Appearance with Environment Gaussian

Tao Xie, Xi Chen, Zhen Xu, Yiman Xie, Yudong Jin, Yujun Shen, Sida Peng, Hujun Bao, Xiaowei Zhou

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Reconstructing complex reflections in real-world scenes from 2D images is essential for achieving photorealistic novel view synthesis. Existing methods that utilize environment maps to model reflections from distant lighting often struggle with high-frequency reflection details and fail to account for near-field reflections. In this work, we introduce EnvGS, a novel approach that employs a set of Gaussian primitives as an explicit 3D representation for capturing reflections of environments. These environment Gaussian primitives are incorporated with base Gaussian primitives to model the appearance of the whole scene. To efficiently render these environment Gaussian primitives, we developed a ray-tracing-based renderer that leverages the GPU's RT core for fast rendering. This allows us to jointly optimize our model for high-quality reconstruction while maintaining real-time rendering speeds. Results from multiple real-world and synthetic datasets demonstrate that our method produces significantly more detailed reflections, achieving the best rendering quality in real-time novel view synthesis. The code is available at https://zju3dv.github.io/envgs.

Poster
EnliveningGS: Active Locomotion of 3DGS

Siyuan Shen, Tianjia Shao, Kun Zhou, Chenfanfu Jiang, Yin Yang

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This paper presents a novel pipeline named EnliveningGS, which enables active locomotion of 3D models represented with 3D Gaussian splatting (3DGS). We are inspired by the fact that real-world lives pose their bodies in a natural and physically meaningful manner by compressing or elongating muscle fibers embedded in the body. EnliveningGS aims to replicate the similar functionality of 3DGS models so that the object within a 3DGS scene acts like a living creature rather than a static shape --- they walk, jump, and twist in the scene under provided motion trajectories driven by muscle activations. While the concept is straightforward, many challenging technical difficulties need to be taken care of. Synthesizing realistic locomotion of a 3DGS model embodies an inverse physics problem of very high dimensions. The core challenge is how to efficiently and robustly model frictional contacts between an "enlivened model" and the environment, as it is the composition of contact/collision/friction forces triggered by muscle activation that generates the final movement of the object. We propose a hybrid numerical method mixing LCP and penalty method to tackle this NP-hard problem robustly. Our pipeline also addresses the limitation of existing 3DGS deformation algorithms and inpainting the missing information when models move around.

Poster
End-to-End Implicit Neural Representations for Classification

Alexander Gielisse, Jan van Gemert

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Implicit neural representations (INRs) such as NeRF and SIREN encode a signal in neural network parameters and show excellent results for signal reconstruction. Using INRs for downstream tasks, such as classification, is however not straightforward. Inherent symmetries in the parameters pose challenges and current works primarily focus on designing architectures that are equivariant to these symmetries. However, INR-based classification still significantly under-performs compared to pixel-based methods like CNNs. This work presents an end-to-end strategy for initializing SIRENs together with a learned learning-rate scheme, to yield representations that improve classification accuracy. We show that a simple, straightforward, Transformer model applied to a meta-learned SIREN, without incorporating explicit symmetry equivariances, outperforms the current state-of-the-art. On the CIFAR-10 SIREN classification task, we improve the state-of-the-art without augmentations from 38.8% to 59.6%, and from 63.4% to 64.7% with augmentations. We demonstrate scalability on the high-resolution Imagenette dataset achieving reasonable reconstruction quality with a classification accuracy of 60.8% and are the first to do INR classification on the full ImageNet-1K dataset where we achieve a SIREN classification performance of 23.6%. To the best of our knowledge, no other SIREN classification approach has managed to set a classification baseline for any high-resolution image dataset. Our code is available at https://github.com/SanderGielisse/MWT

Poster
Empowering Vector Graphics with Consistently Arbitrary Viewing and View-dependent Visibility

Yidi Li, Jun Xiao, Zhengda Lu, Yiqun Wang, Haiyong Jiang

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This work presents a novel text-to-vector graphics generation approach, Dream3DVG, allowing for arbitrary viewpoint viewing, progressive detail optimization, and view-dependent occlusion awareness. Our approach is a dual-branch optimization framework, consisting of an auxiliary 3D Gaussian Splatting optimization branch and a 3D vector graphics optimization branch. The introduced 3DGS branch can bridge the domain gaps between text prompts and vector graphics with more consistent guidance. Moreover, 3DGS allows for progressive detail control by scheduling classifier-free guidance, facilitating guiding vector graphics with coarse shapes at the initial stages and finer details at later stages. We also improve the view-dependent occlusions by devising a visibility-awareness rendering module. Extensive results on 3D sketches and 3D iconographies, demonstrate the superiority of the method on different abstraction levels of details, cross-view consistency, and occlusion-aware stroke culling.

Highlight
EigenGS Representation: From Eigenspace to Gaussian Image Space

Lo-Wei Tai, Ching-En Li, Cheng-Lin Chen, Chih-Jung Tsai, Hwann-Tzong Chen, Tyng-Luh Liu

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Principal Component Analysis (PCA), a classical dimensionality reduction technique, and 2D Gaussian representation, an adaptation of 3D Gaussian Splatting for image representation, offer distinct approaches to modeling visual data. We present EigenGS, a novel method that bridges these paradigms through an efficient transformation pipeline connecting eigenspace and image-space Gaussian representations. Our approach enables instant initialization of Gaussian parameters for new images without requiring per-image optimization from scratch, dramatically accelerating convergence. EigenGS introduces a frequency-aware learning mechanism that encourages Gaussians to adapt to different scales, effectively modeling varied spatial frequencies and preventing artifacts in high-resolution reconstruction. Extensive experiments demonstrate that EigenGS not only achieves superior reconstruction quality compared to direct 2D Gaussian fitting but also reduces the necessary parameter count and training time. The results highlight EigenGS's effectiveness and generalization ability across images with varying resolutions and diverse categories, making Gaussian-based image representation both high-quality and viable for real-time applications.

Poster
EgoPressure: A Dataset for Hand Pressure and Pose Estimation in Egocentric Vision

Yiming Zhao, Taein Kwon, Paul Streli, Marc Pollefeys, Christian Holz

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Touch contact and pressure are essential for understanding how humans interact with objects and offer insights that benefit applications in mixed reality and robotics. Estimating these interactions from an egocentric camera perspective is challenging, largely due to the lack of comprehensive datasets that provide both hand poses and pressure annotations. In this paper, we present EgoPressure, an egocentric dataset that is annotated with high-resolution pressure intensities at contact points and precise hand pose meshes, obtained via our multi-view, sequence-based optimization method. We introduce baseline models for estimating applied pressure on external surfaces from RGB images, both with and without hand pose information, as well as a joint model for predicting hand pose and the pressure distribution across the hand mesh.Our experiments show that pressure and hand pose complement each other in understanding hand-object interactions.

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EfficientViM: Efficient Vision Mamba with Hidden State Mixer based State Space Duality

Sanghyeok Lee, Joonmyung Choi, Hyunwoo J. Kim

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For the deployment of neural networks in resource-constrained environments, prior works have built lightweight architectures with convolution and attention for capturing local and global dependencies, respectively. Recently, the state space model (SSM) has emerged as an effective operation for global interaction with its favorable linear computational cost in the number of tokens. To harness the efficacy of SSM, we introduce Efficient Vision Mamba (EfficientViM), a novel architecture built on hidden state mixer-based state space duality (HSM-SSD) that efficiently captures global dependencies with further reduced computational cost. With the observation that the runtime of the SSD layer is driven by the linear projections on the input sequences, we redesign the original SSD layer to perform the channel mixing operation within compressed hidden states in the HSM-SSD layer. Additionally, we propose multi-stage hidden state fusion to reinforce the representation power of hidden states and provide the design to alleviate the bottleneck caused by the memory-bound operations. As a result, the EfficientViM family achieves a new state-of-the-art speed-accuracy trade-off on ImageNet-1k, offering up to a 0.7% performance improvement over the second-best model SHViT with faster speed. Further, we observe significant improvements in throughput and accuracy compared to prior works, when scaling images or employing distillation training. Code is available at https://github.com/mlvlab/EfficientViM.

Poster
Efficient Decoupled Feature 3D Gaussian Splatting via Hierarchical Compression

Zhenqi Dai, Ting Liu, Yanning Zhang

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Efficient 3D scene representation has become a key challenge with the rise of 3D Gaussian Splatting (3DGS), particularly when incorporating semantic information into the scene representation. Existing 3DGS-based methods embed both color and high-dimensional semantic features into a single field, leading to significant storage and computational overhead. To mitigate this, we propose Decoupled Feature 3D Gaussian Splatting (DF-3DGS), a novel method that decouples the color and semantic fields, thereby reducing the number of 3D Gaussians required for semantic representation. We then introduce a hierarchical compression strategy that first employs our novel quantization approach with dynamic codebook evolution to reduce data size, followed by a scene-specific autoencoder for further compression of the semantic feature dimensions. This multi-stage approach results in a compact representation that enhances both storage efficiency and reconstruction speed. Experimental results demonstrate that DF-3DGS outperforms previous 3DGS-based methods, achieving faster training and rendering times while requiring less storage, without sacrificing performance--in fact, it improves performance in the novel view semantic segmentation task. Specifically, DF-3DGS achieves remarkable improvements over Feature 3DGS, reducing training time by 10xand storage by 20x, while improving the mIoU of novel view semantic segmentation by 4%. The code will be publicly available.

Poster
EditSplat: Multi-View Fusion and Attention-Guided Optimization for View-Consistent 3D Scene Editing with 3D Gaussian Splatting

Dong In Lee, Hyeongcheol Park, Jiyoung Seo, Eunbyung Park, Hyunje Park, Ha Dam Baek, Sangheon Shin, Sangmin Kim, Sangpil Kim

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Recent advancements in 3D editing have highlighted the potential of text-driven methods in real-time, user-friendly AR/VR applications. However, current methods rely on 2D diffusion models without adequately considering multi-view information, resulting in multi-view inconsistency. While 3D Gaussian Splatting (3DGS) significantly improves rendering quality and speed, its 3D editing process encounters difficulties with inefficient optimization, as pre-trained Gaussians retain excessive source information, hindering optimization. To address these limitations, we propose EditSplat, a novel 3D editing framework that integrates Multi-view Fusion Guidance (MFG) and Attention-Guided Trimming (AGT). Our MFG ensures multi-view consistency by incorporating essential multi-view information into the diffusion process, leveraging classifier-free guidance from the text-to-image diffusion model and the geometric properties of 3DGS. Additionally, our AGT leverages the explicit representation of 3DGS to selectively prune and optimize 3D Gaussians, enhancing optimization efficiency and enabling precise, semantically rich local edits. Through extensive qualitative and quantitative evaluations, EditSplat achieves superior multi-view consistency and editing quality over existing methods, significantly enhancing overall efficiency.

Poster
EdgeMovingNet: Edge-preserving Point Cloud Reconstruction via Joint Geometry Features

Xinran Yang, Donghao Ji, Yuanqi Li, Junyuan Xie, Jie Guo, Yanwen Guo

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Point cloud reconstruction is a critical process in 3D representation and reverse engineering. When it comes to CAD models, edges are significant features that play a crucial role in characterizing the geometry of 3D shapes. However, few points are exactly sampled on edges during acquisition, resulting in apparent artifacts for the reconstruction task. Upsampling point cloud is a direct technical route, but there is a main challenge that the upsampled points may not align with the model edge accurately. To overcome this, we develop an integrated framework to estimate edges by joint regression of three geometry features--point-to-edge direction, point-to-edge distance and point normal. Benefiting these features, we implement a novel refinement process to move and produce more points which lie accurately on edges of the model, allowing for high-quality edge-preserving reconstruction. Experiments and comparisons against previous methods demonstrate our method's effectiveness and superiority.

Poster
EasyHOI: Unleashing the Power of Large Models for Reconstructing Hand-Object Interactions in the Wild

Yumeng Liu, Xiaoxiao Long, Zemin Yang, Yuan Liu, Marc Habermann, Christian Theobalt, Yuexin Ma, Wenping Wang

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Our work aims to reconstruct hand-object interactions from a single-view image, which is a fundamental but ill-posed task.Unlike methods that reconstruct from videos, multi-view images, or predefined 3D templates, single-view reconstruction faces significant challenges due to inherent ambiguities and occlusions. These challenges are further amplified by the diverse nature of hand poses and the vast variety of object shapes and sizes. Our key insight is that current foundational models for segmentation, inpainting, and 3D reconstruction robustly generalize to in-the-wild images, which could provide strong visual and geometric priors for reconstructing hand-object interactions.Specifically, given a single image, we first design a novel pipeline to estimate the underlying hand pose and object shape using off-the-shelf large models. Furthermore, with the initial reconstruction, we employ a prior-guided optimization scheme, which optimizes hand pose to comply with 3D physical constraints and the 2D input image content.We perform experiments across several datasets and show that our method consistently outperforms baselines and faithfully reconstructs a diverse set of hand-object interactions. Here is the link of our project page: https://lym29.github.io/EasyHOI-page/.

Poster
EVolSplat: Efficient Volume-based Gaussian Splatting for Urban View Synthesis

Sheng Miao, Jiaxin Huang, Dongfeng Bai, Xu Yan, Hongyu Zhou, Yue Wang, Bingbing Liu, Andreas Geiger, Yiyi Liao

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Novel view synthesis of urban scenes is essential for autonomous driving-related applications. Existing NeRF and 3DGS-based methods show promising results in achieving photorealistic renderings but require slow, per-scene optimization. We introduce EVolSplat, an efficient 3D Gaussian Splatting model for urban scenes that works in a feed-forward manner. Unlike existing feed-forward, pixel-aligned 3DGS methods, which often suffer from issues like multi-view inconsistencies and duplicated content, our approach predicts 3D Gaussians across multiple frames within a unified volume using a 3D convolutional network. This is achieved by initializing 3D Gaussians with noisy depth predictions, and then refining their geometric properties in 3D space and predicting color based on 2D textures. Our model also handles distant views and the sky with a flexible hemisphere background model. This enables us to perform fast, feed-forward reconstruction while achieving real-time rendering. Experimental evaluations on the KITTI-360 and Waymo datasets show that our method achieves state-of-the-art quality compared to existing feed-forward 3DGS- and NeRF-based methods.

Poster
EVPGS: Enhanced View Prior Guidance for Splatting-based Extrapolated View Synthesis

Jiahe Li, Feiyu Wang, Xiaochao Qu, Chengjing Wu, Luoqi Liu, Ting Liu

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Gaussian Splatting (GS)-based methods rely on sufficient training view coverage and perform synthesis on interpolated views. In this work, we tackle the more challenging and underexplored Extrapolated View Synthesis (EVS) task. Here we enable GS-based models trained with limited view coverage to generalize well to extrapolated views. To achieve our goal, we propose a view augmentation framework to guide training through a coarse-to-fine process. At the coarse stage, we reduce rendering artifacts due to insufficient view coverage by introducing a regularization strategy at both appearance and geometry levels. At the fine stage, we generate reliable view priors to provide further training guidance. To this end, we incorporate an occlusion awareness into the view prior generation process, and refine the view priors with the aid of coarse stage output. We call our framework Enhanced View Prior Guidance for Splatting (EVPGS). To comprehensively evaluate EVPGS on the EVS task, we collect a real-world dataset called Merchandise3D dedicated to the EVS scenario. Experiments on three datasets including both real and synthetic demonstrate EVPGS achieves state-of-the-art performance, while improving synthesis quality at extrapolated views for GS-based methods both qualitatively and quantitatively. We will make our code, dataset, and models public.

Poster
ERUPT: Efficient Rendering with Unposed Patch Transformer

Maxim V. Shugaev, Vincent Chen, Maxim Karrenbach, Kyle Ashley, Bridget Kennedy, Naresh P. Cuntoor

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This work addresses the problem of novel view synthesis in diverse scenes from small collections of RGB images. We propose ERUPT (Efficient Rendering with Unposed Patch Transformer) a state-of-the-art scene reconstruction model capable of efficient scene rendering using unposed imagery. We introduce patch-based querying, in contrast to existing pixel-based queries, to reduce the compute required to render a target view. This makes our model highly efficient both during training and at inference, capable of rendering at 600 fps on commercial hardware. Notably, our model is designed to use a learned latent camera pose which allows for training using unposed targets in datasets with sparse or inaccurate ground truth camera pose. We show that our approach can generalize on large real-world data and introduce a new benchmark dataset (MSVS-1M) for latent view synthesis using street-view imagery collected from Mapillary. In contrast to NeRF and Gaussian Splatting which require dense imagery and precise metadata, ERUPT can render novel views of arbitrary scenes with as few as five unposed input images. ERUPT achieves better rendered image quality than current state-of-the-art methods for unposed image synthesis tasks, reduces labeled data requirements by 95% and reduces computational requirements by an order of magnitude, providing efficient novel view synthesis for diverse real-world scenes.

Poster
EAP-GS: Efficient Augmentation of Pointcloud for 3D Gaussian Splatting in Few-shot Scene Reconstruction

Dongrui Dai, Yuxiang Xing

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3D Gaussian splatting (3DGS) has shown impressive performance in 3D scene reconstruction. However, it suffers from severe degradation when the number of training views is limited, resulting in blur and floaters. Many works have been devoted to standardize the optimization process of 3DGS through regularization techniques. However, we identify that inadequate initialization is a critical issue overlooked by current studies. To address this, we propose EAP-GS, a method to enhance initialization for fast, accurate, and stable few-shot scene reconstruction. Specifically, we introduce an Attentional Pointcloud Augmentation (APA) technique, which retains two-view tracks as an option for pointcloud generation. Additionally, the scene complexity is used to determine the required density distribution, thereby constructing a better pointcloud. We implemented APA by extending Structure-From-Motion (SFM) to focus on pointcloud generation in regions with complex structure but sparse pointcloud distribution, which significantly increases the number of valuable points and effectively harmonizes the density distribution. A better pointcloud leads to more accurate scene geometry and mitigates local overfitting during reconstruction stage. Furthermore, our APA can be framed as a modular augmentation to existing methods with minimal overhead. Experimental results from various indoor and outdoor scenes demonstrate that the proposed EAP-GS achieves outstanding scene reconstruction performance and surpasses state-of-the-art methods. Project page: https://osierddr.github.io/eapgs/

Poster
DynaMoDe-NeRF: Motion-aware Deblurring Neural Radiance Field for Dynamic Scenes

Ashish Kumar, Rajagopalan A. N.

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Neural Radiance Fields (NeRFs) have made significant advances in rendering novel photorealistic views for both static and dynamic scenes. However, most prior works assume ideal conditions of artifact-free visual inputs i.e., images and videos. In real scenarios, artifacts such as object motion blur, camera motion blur, or lens defocus blur are ubiquitous. Some recent studies have explored novel view synthesis using blurred input frames by examining either camera motion blur, defocus blur, or both. However, these studies are limited to static scenes. In this work, we enable NeRFs to deal with object motion blur whose local nature stems from the interplay between object velocity and camera exposure time. Often, the object motion is unknown and time varying, and this adds to the complexity of scene reconstruction. Sports videos are a prime example of how rapid object motion can significantly degrade video quality for static cameras by introducing motion blur. We present an approach for realizing motion blur-free novel views of dynamic scenes from input videos with object motion blur captured from static cameras spanning multiple poses. We propose a NeRF-based analytical framework that elegantly correlates object three-dimensional (3D) motion across views as well as time to the observed blurry videos. Our proposed method DynaMoDe-NeRF (Dynamic Motion-aware Deblurring NeRF) is self-supervised and reconstructs the dynamic 3D scene, renders sharp novel views by blind deblurring, and recovers the underlying 3D motion and blur parameters. We provide comprehensive experimental analysis on synthetic and real data to validate our approach. To the best of our knowledge, this is the first work to address localized object motion blur in the NeRF domain.

Poster