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

ARM: Appearance Reconstruction Model for Relightable 3D Generation

Xiang Feng, Chang Yu, Zoubin Bi, Yintong Shang, Feng Gao, Hongzhi Wu, Kun Zhou, Chenfanfu Jiang, Yin Yang

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Recent image-to-3D reconstruction models have greatly advanced geometry generation, but they still struggle to faithfully generate realistic appearance. To address this, we introduce ARM, a novel method that reconstructs high-quality 3D meshes and realistic appearance from sparse-view images. The core of ARM lies in decoupling geometry from appearance, processing appearance within the UV texture space. Unlike previous methods, ARM improves texture quality by explicitly back-projecting measurements onto the texture map and processing them in a UV space module with a global receptive field. To resolve ambiguities between material and illumination in input images, ARM introduces a material prior that encodes semantic appearance information, enhancing the robustness of appearance decomposition. Trained on just 8 H100 GPUs, ARM outperforms existing methods both quantitatively and qualitatively. Our project page is available at https://arm-aigc.github.io/.

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APHQ-ViT: Post-Training Quantization with Average Perturbation Hessian Based Reconstruction for Vision Transformers

Zhuguanyu Wu, Jiayi Zhang, Jiaxin Chen, Jinyang Guo, Di Huang, Yunhong Wang

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Vision Transformers (ViTs) have become one of the most commonly used backbones for vision tasks. Despite their remarkable performance, they often suffer significant accuracy drop when quantized for practical deployment, particularly by post-training quantization (PTQ) under ultra-low bits. Recently, reconstruction-based PTQ methods have shown promising performance in quantizing Convolutional Neural Networks (CNNs). However, they fail when applied to ViTs, primarily due to the inaccurate estimation of output importance and the substantial accuracy degradation in quantizing post-GELU activations. To address these issues, we propose APHQ-ViT, a novel PTQ approach based on importance estimation with Average Perturbation Hessian (APH). Specifically, we first thoroughly analyze the current approximation approaches with Hessian loss, and propose an improved average perturbation Hessian loss. To deal with the quantization of the post-GELU activations, we design an MLP-Reconstruction (MR) method by replacing the GELU function in MLP with ReLU and reconstructing it by the APH loss on a small unlabeled calibration set. Extensive experiments demonstrate that APHQ-ViT using linear quantizers outperforms existing PTQ methods by substantial margins in 3-bit and 4-bit across different vision tasks. The source code is available at https://github.com/GoatWu/APHQ-ViT.

Poster
A Unified Approach to Interpreting Self-supervised Pre-training Methods for 3D Point Clouds via Interactions

Qiang Li, Jian Ruan, Fanghao Wu, Yuchi Chen, Zhihua Wei, Wen Shen

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Recently, many self-supervised pre-training methods have been proposed to improve the performance of deep neural networks (DNNs) for 3D point clouds processing. However, the common mechanism underlying the effectiveness of different pre-training methods remains unclear. In this paper, we use game-theoretic interactions as a unified approach to explore the common mechanism of pre-training methods. Specifically, we decompose the output score of a DNN into the sum of numerous effects of interactions, with each interaction representing a distinct 3D substructure of the input point cloud. Based on the decomposed interactions, we draw the following conclusions. (1) The common mechanism across different pre-training methods is that they enhance the strength of high-order interactions encoded by DNNs, which represent complex and global 3D structures, while reducing the strength of low-order interactions, which represent simple and local 3D structures. (2) Sufficient pre-training and adequate fine-tuning data for downstream tasks further reinforce the mechanism described above. (3) Pre-training methods carry a potential risk of reducing the transferability of features encoded by DNNs. Inspired by the observed common mechanism, we propose a new method to directly enhance the strength of high-order interactions and reduce the strength of low-order interactions encoded by DNNs, improving performance without the need for pre-training on large-scale datasets. Experiments show that our method achieves performance comparable to traditional pre-training methods.

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A Lightweight UDF Learning Framework for 3D Reconstruction Based on Local Shape Functions

Jiangbei Hu, Yanggeng Li, Fei Hou, Junhui Hou, Zhebin Zhang, Shengfa Wang, Na Lei, Ying He

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Unsigned distance fields (UDFs) provide a versatile framework for representing a diverse array of 3D shapes, encompassing both watertight and non-watertight geometries. Traditional UDF learning methods typically require extensive training on large 3D shape datasets, which is costly and necessitates re-training for new datasets. This paper presents a novel neural framework, *LoSF-UDF*, for reconstructing surfaces from 3D point clouds by leveraging local shape functions to learn UDFs. We observe that 3D shapes manifest simple patterns in localized regions, prompting us to develop a training dataset of point cloud patches characterized by mathematical functions that represent a continuum from smooth surfaces to sharp edges and corners. Our approach learns features within a specific radius around each query point and utilizes an attention mechanism to focus on the crucial features for UDF estimation. Despite being highly lightweight, with only 653 KB of trainable parameters and a modest-sized training dataset with 0.5 GB storage, our method enables efficient and robust surface reconstruction from point clouds without requiring for shape-specific training. Furthermore, our method exhibits enhanced resilience to noise and outliers in point clouds compared to existing methods. We conduct comprehensive experiments and comparisons across various datasets, including synthetic and real-scanned point clouds, to validate our method's efficacy. Notably, our lightweight framework offers rapid and reliable initialization for other unsupervised iterative approaches, improving both the efficiency and accuracy of their reconstructions.

Poster
A Data-Centric Revisit of Pre-Trained Vision Models for Robot Learning

Xin Wen, Bingchen Zhao, yilun chen, Jiangmiao Pang, Xiaojuan Qi

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Pre-trained vision models (PVMs) are fundamental to modern robotics, yet their optimal configuration remains unclear. Through systematic evaluation, we find that while DINO and iBOT outperform MAE across visuomotor control and perception tasks, they struggle when trained on non-(single-)object-centric (NOC) data--a limitation strongly correlated with their diminished ability to learn object-centric representations. This investigation indicates that the ability to form object-centric representations from the non-object-centric robotics dataset is the key to success for PVMs. Motivated by this discovery, we designed SlotMIM, a method that induces object-centric representations by introducing a semantic bottleneck to reduce the number of prototypes to encourage the emergence of objectness as well as cross-view consistency regularization for encouraging multiview invariance. Our experiments encompass pre-training on object-centric, scene-centric, web-crawled, and ego-centric data. Across all settings, our approach learns transferrable representations and achieves significant improvements over prior work in image recognition, scene understanding, and robot learning evaluations. When scaled up with million-scale datasets, our method also demonstrates superior data efficiency and scalability. Our code and models are publicly available at https://github.com/CVMI-Lab/SlotMIM.

Poster
4DGC: Rate-Aware 4D Gaussian Compression for Efficient Streamable Free-Viewpoint Video

Qiang Hu, Zihan Zheng, Houqiang Zhong, Sihua Fu, Li Song, Xiaoyun Zhang, Guangtao Zhai, Yanfeng Wang

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3D Gaussian Splatting (3DGS) has substantial potential for enabling photorealistic Free-Viewpoint Video (FVV) experiences. However, the vast number of Gaussians and their associated attributes poses significant challenges for storage and transmission. Existing methods typically handle dynamic 3DGS representation and compression separately, neglecting motion information and the rate-distortion (RD) trade-off during training, leading to performance degradation and increased model redundancy. To address this gap, we propose 4DGC, a novel rate-aware 4D Gaussian compression framework that significantly reduces storage size while maintaining superior RD performance for FVV. Specifically, 4DGC introduces a motion-aware dynamic Gaussian representation that utilizes a compact motion grid combined with sparse compensated Gaussians to exploit inter-frame similarities. This representation effectively handles large motions, preserving quality and reducing temporal redundancy. Furthermore, we present an end-to-end compression scheme that employs differentiable quantization and a tiny implicit entropy model to compress the motion grid and compensated Gaussians efficiently. The entire framework is jointly optimized using a rate-distortion trade-off. Extensive experiments demonstrate that 4DGC supports variable bitrates and consistently outperforms existing methods in RD performance across multiple datasets.

Poster
4D LangSplat: 4D Language Gaussian Splatting via Multimodal Large Language Models

Wanhua Li, Renping Zhou, Jiawei Zhou, Yingwei Song, Johannes Herter, Minghan Qin, Gao Huang, Hanspeter Pfister

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Learning 4D language fields to enable time-sensitive, open-ended language queries in dynamic scenes is essential for many real-world applications. While LangSplat successfully grounds CLIP features into 3D Gaussian representations, achieving precision and efficiency in 3D static scenes, it lacks the ability to handle dynamic 4D fields as CLIP, designed for static image-text tasks, cannot capture temporal dynamics in videos. Real-world environments are inherently dynamic, with object semantics evolving over time. Building a precise 4D language field necessitates obtaining pixel-aligned, object-wise video features, which current vision models struggle to achieve. To address these challenges, we propose 4D LangSplat, which learns 4D language fields to handle time-agnostic or time-sensitive open-vocabulary queries in dynamic scenes efficiently. 4D LangSplat bypasses learning the language field from vision features and instead learns directly from text generated from object-wise video captions via Multimodal Large Language Models (MLLMs). Specifically, we propose a multimodal object-wise video prompting method, consisting of visual and text prompts that guide MLLMs to generate detailed, temporally consistent, high-quality captions for objects throughout a video. These captions are encoded using a Large Language Model into high-quality sentence embeddings, which then serve as pixel-aligned, object-specific feature supervision, facilitating open-vocabulary text queries through shared embedding spaces. Recognizing that objects in 4D scenes exhibit smooth transitions across states, we further propose a status deformable network to model these continuous changes over time effectively. Our results across multiple benchmarks demonstrate that 4D LangSplat attains precise and efficient results for both time-sensitive and time-agnostic open-vocabulary queries.

Poster
3DGUT: Enabling Distorted Cameras and Secondary Rays in Gaussian Splatting

Qi Wu, Janick Martinez Esturo, Ashkan Mirzaei, Nicolas Moënne-Loccoz, Zan Gojcic

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3D Gaussian Splatting (3DGS) enables efficient reconstruction and high-fidelity real-time rendering of complex scenes on consumer hardware. However, due to its rasterization-based formulation, 3DGS is constrained to ideal pinhole cameras and lacks support for secondary lighting effects. Recent methods address these limitations by tracing the particles instead, but, this comes at the cost of significantly slower rendering. In this work, we propose 3D Gaussian Unscented Transform (3DGUT), replacing the EWA splatting formulation with the Unscented Transform that approximates the particles through sigma points, which can be projected exactly under any nonlinear projection function. This modification enables trivial support of distorted cameras with time dependent effects such as rolling shutter, while retaining the efficiency of rasterization. Additionally, we align our rendering formulation with that of tracing-based methods, enabling secondary ray tracing required to represent phenomena such as reflections and refraction within the same 3D representation. The source code is available at: https://github.com/nv-tlabs/3dgrut.

Poster
3D-HGS: 3D Half-Gaussian Splatting

Haolin Li, Jinyang Liu, Mario Sznaier, Octavia Camps

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Photo-realistic image rendering from 3D scene reconstruction has advanced significantly with neural rendering techniques. Among these, 3D Gaussian Splatting (3D-GS) outperforms Neural Radiance Fields (NeRFs) in quality and speed but struggles with shape and color discontinuities. We propose 3D Half-Gaussian (3D-HGS) kernels as a plug-and-play solution to address these limitations. Our experiments show that 3D-HGS enhances existing 3D-GS methods, achieving state-of-the-art rendering quality without compromising speed. More demos and code are available at https://lihaolin88.github.io/CVPR-2025-3DHGS

Poster
3D-GSW: 3D Gaussian Splatting for Robust Watermarking

Youngdong Jang, Hyunje Park, Feng Yang, Heeju Ko, Euijin Choo, Sangpil Kim

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As 3D Gaussian Splatting (3D-GS) gains significant attention and its commercial usage increases, the need for watermarking technologies to prevent unauthorized use of the 3D-GS models and rendered images has become increasingly important. In this paper, we introduce a robust watermarking method for 3D-GS that secures copyright of both the model and its rendered images. Our proposed method remains robust against distortions in rendered images and model attacks while maintaining high rendering quality. To achieve these objectives, we present Frequency-Guided Densification (FGD), which removes 3D Gaussians based on their contribution to rendering quality, enhancing real-time rendering and the robustness of the message. FGD utilizes Discrete Fourier Transform to split 3D Gaussians in high-frequency areas, improving rendering quality. Furthermore, we employ a gradient mask for 3D Gaussians and design a wavelet-subband loss to enhance rendering quality. Our experiments show that our method embeds the message in the rendered images invisibly and robustly against various attacks, including model distortion. Our method achieves superior performance in both rendering quality and watermark robustness while improving real-time rendering efficiency. Project page: https://kuai-lab.github.io/cvpr20253dgsw/

Poster
3D-AVS: LiDAR-based 3D Auto-Vocabulary Segmentation

Weijie Wei, Osman Ülger, Fatemeh Karimi Nejadasl, Theo Gevers, Martin R. Oswald

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Open-vocabulary segmentation methods offer promising capabilities in detecting unseen object categories, but the category must be aware and needs to be provided by a human, either via a text prompt or pre-labeled datasets, thus limiting their scalability. We propose 3D-AVS, a method for Auto-Vocabulary Segmentation of 3D point clouds for which the vocabulary is unknown and auto-generated for each input at runtime, thus eliminating the human in the loop and typically providing a substantially larger vocabulary for richer annotations. 3D-AVS first recognizes semantic entities from image or point cloud data and then segments all points with the automatically generated vocabulary. Our method incorporates both image-based and point-based recognition, enhancing robustness under challenging lighting conditions where geometric information from LiDAR is especially valuable. Our point-based recognition features a Sparse Masked Attention Pooling (SMAP) module to enrich the diversity of recognized objects. To address the challenges of evaluating unknown vocabularies and avoid annotation biases from label synonyms, hierarchies, or semantic overlaps, we introduce the annotation-free Text-Point Semantic Similarity (TPSS) metric for assessing generated vocabulary quality. Our evaluations on nuScenes and ScanNet200 demonstrate 3D-AVS's ability to generate semantic classes with accurate point-wise segmentations.

Poster
3D Student Splatting and Scooping

Jialin Zhu, Jiangbei Yue, Feixiang He, He Wang

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Recently, 3D Gaussian Splatting (3DGS) provides a new framework for novel view synthesis, and has spiked a new wave of research in neural rendering and related applications. As 3DGS is becoming a foundational component of many models, any improvement on 3DGS itself can bring huge benefits. To this end, we aim to improve the fundamental paradigm and formulation of 3DGS. We argue that as an unnormalized mixture model, it needs to be neither Gaussians nor splatting. We subsequently propose a new mixture model consisting of flexible Student's t distributions, with both positive (splatting) and negative (scooping) densities. We name our model Student Splatting and Scooping, or SSS. When providing better expressivity, SSS also poses new challenges in learning. Therefore, we also propose a new principled sampling approach for optimization. Through exhaustive evaluation and comparison, across multiple datasets, settings, and metrics, we demonstrate that SSS outperforms existing methods in terms of quality and parameter efficiency, e.g. achieving matching or better quality with similar numbers of components, and obtaining comparable results while reducing the component number by as much as 82%.

Award Candidate
3D Gaussian Inpainting with Depth-Guided Cross-View Consistency

Sheng-Yu Huang, Zi-Ting Chou, Yu-Chiang Frank Wang

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When performing 3D inpainting using novel-view rendering methods like Neural Radiance Field (NeRF) or 3D Gussian Splatting (3DGS), how to achieve texture and geometry consistency across camera views has been a challenge. In this paper, we propose a framework of 3D Gaussian Inpainting with Depth-Guided Cross-View Consistency (3DGIC) for cross-view consistent 3D inpainting. Guided by the rendered depth information from each training view, our 3DGIC exploits background pixels visible across different views for updating the inpainting mask, allowing us to refine the 3DGS for inpainting purposes. Through extensive experiments on benchmark datasets, we confirm that our 3DGIC outperforms current state-of-the-art 3D inpainting methods quantitatively and qualitatively.

Poster
3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Jan Held, Renaud Vandeghen, Abdullah Hamdi, Adrien Deliege, Anthony Cioppa, Silvio Giancola, Andrea Vedaldi, Bernard Ghanem, Marc Van Droogenbroeck

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Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. The project page is https://convexsplatting.github.io/ .

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