CVPR 2026 Papers

Conference on Computer Vision and Pattern Recognition

Decision breakdown

4,042papers

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

  • Oral
    1383.4%
  • Poster
    3,90496.6%

Browse all papers

Topic: 3D Vision · 483 papers · Reset filters

3D Gaussian Splatting at Arbitrary Resolutions with Compact Proxy Anchors

Mingyun Jeong, Seongro Yoon, Francois Bremond, Donghyeon Cho

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Despite achieving high-quality rendering, 3D Gaussian Splatting suffers from aliasing when the rendering resolution changes, as it is typically trained at a fixed resolution. To address this limitation, we introduce a method that enables the model to generate resolution-adaptive 3D Gaussians under arbitrary resolution changes. In particular, built upon Scaffold-GS, we enhance the anchor feature representation by incorporating a resolution-embedding to encode continuous resolution information. From these enhanced anchor features, a pixel coverage gate dynamically forms resolution-adaptive 3D Gaussians. Furthermore, we drastically reduce storage requirements by selecting a compact subset of proxy anchors and designing a residual anchor predictor that reconstructs the unselected leaf anchors based on the proxy anchors, enabling faithful scene representation without compromising visual fidelity. As a result, our method provides continuous and alias-free rendering across resolutions while maintaining practical scalability and memory efficiency. Extensive experiments across diverse resolution ranges demonstrate that our approach achieves an optimal balance between fidelity and memory, enabling practical arbitrary-resolution view synthesis even in resource-constrained settings.

Poster
FISHuman: Fine-grained Single-image 3D Human Reconstruction via Multi-view 4D Remeshing

Hanxi Liu, Yifang Men, Zhouhui Lian

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Single-image 3D human reconstruction holds significant promise due to its convenience and high demand in various applications. Previous methods have garnered tremendous progress by employing 2D multi-view diffusion models to generate auxiliary views as reconstruction priors, but they struggle with 3D inconsistencies and limited generalization capabilities. In this paper, we present FISHuman, which aims to generate fine-grained, high-fidelity, and content-wise diverse 3D humans from a single-view input, providing production-ready 3D assets. We propose an elaborately designed workflow that reconstructs dynamic 3D meshes from multi-view inconsistent guidance. Specifically, we adapt a dual-stream transformer-based video diffusion model to generate cross-modally aligned multi-view RGB and normal sequences. We find that naively employing static 3D reconstruction can lead to geometric distortions and texture blurriness, due to the lack of 3D awareness within the generated frames. To address this, we introduce a novel 4D remeshing module that explicitly disentangles the learning of the globally shared canonical mesh and transient variations by tracking per-vertex deformations under different viewpoints. The topological consistency of the deformed meshes inherently enables the optimization of a unified UV representation that effectively integrates appearance attributes across frames. Both qualitative and quantitative experimental results demonstrate the superiority of our method over prior works in terms of appearance realism, geometric fineness, and generalization diversity. We also showcase the applicability of our reconstructed avatars for downstream applications including animation and 3D editing.

Poster
PAVAS: Physics-Aware Video-to-Audio Synthesis

Oh Hyun-Bin, Yuhta Takida, Toshimitsu Uesaka, Tae-Hyun Oh, Yuki Mitsufuji

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Recent advances in Video-to-Audio (V2A) generation have achieved impressive perceptual quality and temporal synchronization, yet most models remain appearance-driven, capturing visual-acoustic correlations without considering the physical factors that shape real-world sounds. We present Physics-Aware Video-to-Audio Synthesis (PAVAS), a method that incorporates physical reasoning into a latent diffusion-based V2A generation through the Physics-Driven Audio Adapter (Phy-Adapter). The adapter receives object-level physical parameters estimated by the Physical Parameter Estimator (PPE), which uses a Vision-Language Model (VLM) to infer the moving-object mass and a segmentation-based dynamic 3D reconstruction module to recover its motion trajectory for velocity computation. These physical cues enable the model to synthesize sounds that reflect underlying physical factors. To assess physical realism, we curate VGG-Impact, a benchmark focusing on object-object interactions, and introduce Audio-Physics Correlation Coefficient (APCC), an evaluation metric that measures consistency between physical and auditory attributes. Comprehensive experiments show that PAVAS produces physically plausible and perceptually coherent audio, outperforming existing V2A models in both quantitative and qualitative evaluations. Visit https://physics-aware-video-to-audio-synthesis.github.io.

Oral
Hyper-PCN: Hypergraph-Based Point Cloud Completion via High-Order Correlation Modeling

Linfei Li, Pei Tan, Siqi Li, Changqing Zou, Yue Gao

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Point cloud completion is an important yet challenging problem in 3D computer vision, which aims to reconstruct complete and dense 3D shapes from partial point clouds. Although transformer-based and geometry-based approaches have made significant progress, they often struggle to capture the complex, high-order correlations inherent in point clouds. To address this limitation, we propose Hyper-PCN, a point cloud completion framework that leverages hypergraphs to explicitly model complex, higher-order correlations within incomplete inputs for more accurate completion. It comprises two key modules: Hyper Refinement Stack, designed to progressively capture coarse-to-fine high-order correlations through a series of hypergraph learning stages, and Anchor-based Hypergraph Neural Network, which employs a two-stage sampling strategy to construct collaborative hypergraphs, ensuring robust modeling of global structures. Extensive experiments on multiple datasets demonstrate that our approach consistently outperforms state-of-the-art methods.

Poster
Learning 3D Reconstruction with Priors in Test Time

Lei Zhou, Haoyu Wu, Akshat Dave, Dimitris Samaras

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We introduce a test-time framework for multiview Transformers (MVTs) that incorporates priors (e.g., camera poses, intrinsics, and depth) to improve 3D tasks without retraining or modifying pre-trained image-only networks. Rather than feeding priors into the architecture, we cast them as constraints on the predictions and optimize the network at inference time. The optimization loss consists of a self-supervised objective and prior penalty terms. The self-supervised objective captures the compatibility among multi-view predictions and is implemented using photometric or geometric loss between renderings from other views and each view itself. Any available priors are converted into penalty terms on the corresponding output modalities. Across a series of 3D vision benchmarks, including point map estimation and camera pose estimation, our method consistently improves performance over base MVTs by a large margin. On the ETH3D, 7-Scenes, and NRGBD datasets, our method reduces the point-map distance error by more than half compared with the base image-only models. Our method also outperforms retrained prior-aware feed-forward methods, demonstrating the effectiveness of our test-time constrained optimization (TCO) framework for incorporating priors into 3D vision tasks. The code is available at https://github.com/cvlab-stonybrook/TCO.

Poster
GaussianVision: Vision-Language Alignment from Compressed Image Representations using 2D Gaussian Splatting

Yasmine Omri, Connor Ding, Tsachy Weissman, Thierry Tambe

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Modern vision-language pipelines are driven by RGB vision encoders trained on massive image-text corpora. While these pipelines have enabled impressive zero-shot capabilities and strong transfer across tasks, they still inherit two structural inefficiencies from the pixel domain: (i) transmitting dense RGB images from edge devices to the cloud is energy-intensive and costly, and (ii) patch-based tokenization explodes sequence length, stressing attention budgets and context limits. We explore 2D Gaussian Splatting (2DGS) as an alternative visual substrate for alignment: a compact, spatially adaptive representation that parameterizes images by a set of colored anisotropic Gaussians. We develop a scalable 2DGS pipeline with structured initialization, luminance-aware pruning, and batched CUDA kernels, achieving over 90x faster fitting and 97% GPU utilization compared to prior implementations. We further adapt contrastive language-image pre-training (CLIP) to 2DGS by reusing a frozen RGB-based transformer backbone with a lightweight splat-aware input stem and a perceiver resampler, training only 9.7 - 13.8% of the total parameters. On a 12.8M dataset from DataComp, GS encoders yield competitive zero-shot performance on 38 datasets from the CLIP benchmark while compressing inputs 3-23.5x relative to pixels. When integrated into a full end-to-end LLaVA-style visual-language model (VLM), GS encoders consistently outperform the RGB VLM baseline across six VQA benchmarks, often with reduced token counts, demonstrating that a transmission-efficient, structured Gaussian representation can match or surpass pixel-based models in downstream multimodal reasoning. Our codebase can be found at https://github.com/ Tambe-Lab/GaussianVision.

Poster
PolarGuide-GSDR: 3D Gaussian Splatting Driven by Polarization Priors and Deferred Reflection for Real-World Reflective Scenes

Derui Shan, Qian Qiao, Hao Lu, Tao Du, Peng Lu

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Polarization-aware Neural Radiance Fields (NeRF) enables novel view synthesis of specular scenes but suffers from slow training, inefficient rendering, and material/viewpoint assumptions. 3D Gaussian Splatting (3DGS) supports real-time rendering but struggles with reflection reconstruction due to reflection-geometry entanglement. We propose PolarGuide-GSDR, a polarization-guided framework that leverages polarization information to separate specular reflections for guided reconstruction, and builds bidirectional iterative optimization between polarization and 3DGS: it first uses 3DGS geometric priors to disambiguate polarization, then uses refined polarization normal to guide 3DGS normals and Spherical Harmonics representations, achieving high-fidelity reflection separation and full-scene reconstruction without restrictive material assumptions. Experiments on public and self-collected datasets show that PolarGuide-GSDR achieves state-of-the-art performance in specular reconstruction, normal estimation, and novel view synthesis, while maintaining real-time rendering. To our knowledge, this is the first framework embedding polarization priors into 3DGS optimization, offering superior interpretability and real-time performance for complex reflective scenes.

Poster
FlashVGGT: Efficient and Scalable Visual Geometry Transformers with Compressed Descriptor Attention

Zipeng Wang, Dan Xu

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3D reconstruction from multi-view images is a core challenge in computer vision. Recently, feed-forward methods have emerged as efficient and robust alternatives to traditional per-scene optimization techniques. Among them, state-of-the-art models like the Visual Geometry Grounding Transformer (VGGT) leverage full self-attention over all image tokens to capture global relationships. However, this approach suffers from poor scalability due to the quadratic complexity of self-attention and the large number of tokens generated in long image sequences.In this work, we introduce FlashVGGT, an efficient alternative that addresses this bottleneck through a descriptor-based attention mechanism. Instead of applying dense global attention across all tokens, FlashVGGT compresses spatial information from each frame into a compact set of **descriptor tokens**. Global attention is then computed as cross-attention between the full set of image tokens and this smaller descriptor set, significantly reducing computational overhead.Moreover, the compactness of the descriptors enables online inference over long sequences via a chunk-recursive mechanism that reuses cached descriptors from previous chunks. Experimental results show that FlashVGGT achieves reconstruction accuracy competitive with VGGT while reducing inference time to just **9.3%** for 1,000 images, and scaling efficiently to sequences exceeding **3,000** images.

Poster
UniSH: Unifying Scene and Human Reconstruction in a Feed-Forward Pass

Mengfei Li, Peng Li, Zheng Zhang, Jiahao Lu, Chengfeng Zhao, Wei Xue, Qifeng Liu, Sida Peng, Wenxiao Zhang, Wenhan Luo, Yuan Liu, Yike Guo

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We present UniSH, a unified, feed-forward framework for joint metric-scale 3D scene and human reconstruction. A key challenge in this domain is the scarcity of large-scale, annotated real-world data, forcing a reliance on synthetic datasets. This reliance introduces a significant sim-to-real domain gap, leading to poor generalization, low-fidelity human geometry, and poor alignment on in-the-wild videos. To address this, we propose an innovative training paradigm that effectively leverages unlabeled in-the-wild data. Our framework bridges strong, disparate priors from scene reconstruction and HMR, and is trained with two core components: (1) a robust distillation strategy to refine human surface details by distilling high-frequency details from an expert depth model, and (2) a two-stage supervision scheme, which first learns coarse localization on synthetic data, then fine-tunes on real data by directly optimizing the geometric correspondence between the SMPL mesh and the human point cloud. This approach enables our feed-forward model to jointly recover high-fidelity scene geometry, human point clouds, camera parameters, and coherent, metric-scale SMPL bodies, all in a single forward pass. Extensive experiments demonstrate that our model achieves state-of-the-art performance on human-centric scene reconstruction and delivers highly competitive results on global human motion estimation, comparing favorably against both optimization-based frameworks and HMR-only methods. Project page: https://murphylmf.github.io/UniSH/.

Poster
Splatent: Splatting Diffusion Latents for Novel View Synthesis

Or Hirschorn, Omer Sela, Inbar Huberman-Spiegelglas, Netalee Efrat, Eli Alshan, Ianir Ideses, Frederic Devernay, Yochai Zvik, Lior Fritz

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Radiance field representations have recently been explored in the latent space of VAEs that are commonly used by diffusion models. This direction offers efficient rendering and seamless integration with diffusion-based pipelines. However, these methods face a fundamental limitation: The VAE latent space lacks multi-view consistency, leading to blurred textures and missing details during 3D reconstruction. Existing approaches attempt to address this by fine-tuning the VAE, at the cost of reconstruction quality, or by relying on pre-trained diffusion models to recover fine-grained details, at the risk of some hallucinations. We present Splatent, a diffusion-based enhancement framework designed to operate on top of 3D Gaussian Splatting (3DGS) in the latent space of VAEs. Our key insight departs from the conventional 3D-centric view: rather than reconstructing fine-grained details in 3D space, we recover them in 2D from input views through multi-view attention mechanisms. This approach preserves the reconstruction quality of pretrained VAEs while achieving faithful detail recovery.Evaluated across multiple benchmarks, Splatent establishes a new state-of-the-art for VAE latent radiance field reconstruction. We further demonstrate that integrating our method with existing feed-forward frameworks, consistently improves detail preservation, opening new possibilities for high-quality sparse-view 3D reconstruction. Code is available on our project page.

Poster
FILTR: Extracting Topological Features from Pretrained 3D Models

Louis Martinez, Maks Ovsjanikov

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Recent advances in pretraining 3D point cloud encoders (e.g., Point-BERT, Point-MAE) have produced powerful models, whose abilities are typically evaluated on geometric or semantic tasks. At the same time, topological descriptors have been shown to provide informative summaries of a shape's multiscale structure. In this paper we pose the question whether topological information can be derived from features produced by 3D encoders. To address this question, we first introduce DONUT, a synthetic benchmark with controlled topological complexity, and propose FILTR (Filtration Transformer), a learnable framework to predict persistence diagrams directly from frozen encoders. FILTR adapts a transformer decoder to treat diagram generation as a set prediction task. Our analysis on DONUT reveals that existing encoders retain only limited global topological signals, yet FILTR successfully leverages information produced by these encoders to approximate persistence diagrams. Our approach enables, for the first time, data-driven extraction of persistence diagrams from raw point clouds through an efficient learnable feed-forward mechanism.

Oral
SharpTimeGS: Sharp and Stable Dynamic Gaussian Splatting via Lifespan Modulation

Zhanfeng Liao, Jiajun Zhang, Hanzhang Tu, Zhixi Wang, Yunqi Gao, Hongwen Zhang, Yebin Liu

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Novel view synthesis of dynamic scenes is fundamental to achieving photorealistic 4D reconstruction and immersive visual experiences. Recent progress in Gaussian-based representations has significantly improved real-time rendering quality, yet existing methods still struggle to maintain a balance between long-term static and short-term dynamic regions in both representation and optimization. To address this, we present SharpTimeGS, a lifespan-aware 4D Gaussian framework that achieves temporally adaptive modeling of both static and dynamic regions under a unified representation. Specifically, we introduce a learnable lifespan parameter that reformulates temporal visibility from a Gaussian-shaped decay into a flat-top profile, allowing primitives to remain consistently active over their intended duration and avoiding redundant densification. In addition, the learned lifespan modulates each primitive's motion, reducing drift in long-lived static points while retaining unrestricted motion for short-lived dynamic ones. This effectively decouples motion magnitude from temporal duration, improving long-term stability without compromising dynamic fidelity. Moreover, we design a lifespan-velocity-aware densification strategy that mitigates optimization imbalance between static and dynamic regions by allocating more capacity to regions with pronounced motion while keeping static areas compact and stable. Extensive experiments on multiple benchmarks demonstrate that our method achieves state-of-the-art performance while supporting real-time rendering up to 4K resolution at 100 FPS on one RTX 4090.

Poster
Human Interaction-Aware 3D Reconstruction from a Single Image

Gwanghyun Kim, Junghun James Kim, Suh Yoon Jeon, Jason Park, Se Young Chun

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Reconstructing textured 3D human models from a single image is fundamental for AR/VR and digital human applications. However, existing methods mostly focus on single individuals and thus fail in multi-human scenes, where naive composition of individual reconstructions often leads to artifacts such as unrealistic overlaps, missing geometry in occluded regions, and distorted interactions. These limitations highlight the need for approaches that incorporate group-level context and interaction priors. We introduce a holistic method that explicitly models both group- and instance-level information. To mitigate perspective-induced geometric distortions, we first transform the input into a canonical orthographic space. Our primary component, Human Group-Instance Multi-View Diffusion (HUG-MVD), then generates complete multi-view normals and images by jointly modeling individuals and group context to resolve occlusions and proximity. Subsequently, the Human Group-Instance Geometric Reconstruction (HUG-GR) module optimizes the geometry by leveraging explicit, physics-based interaction priors to enforce physical plausibility and accurately model inter-human contact. Finally, the multi-view images are fused into a high-fidelity texture. Together, these components form our complete framework, HUG3D. Extensive experiments show that HUG3D significantly outperforms both single-human and existing multi-human methods, producing physically plausible, high-fidelity 3D reconstructions of interacting people from a single image.

Poster
SV-GS: Sparse View 4D Reconstruction with Skeleton-Driven Gaussian Splatting

Jun–Jee Chao, Volkan Isler

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Reconstructing a dynamic target moving over a large area is challenging. Standard approaches for dynamic object reconstruction require dense coverage in both the viewing space and the temporal dimension, typically relying on multi-view videos captured at each time step.However, such setups are only possible in constrained environments. In real-world scenarios, observations are often sparse over time and captured sparsely from diverse viewpoints (e.g., from security cameras), making dynamic reconstruction highly ill-posed. We present SV-GS, a framework that simultaneously estimates a deformation model and the object's motion over time under sparse observations. To initialize SV-GS, we leverage a rough skeleton graph and an initial static reconstruction as inputs to guide motion estimation. (Later, we show that this input requirement can be relaxed.) Our method optimizes a skeleton-driven deformation field composed of a coarse skeleton joint pose estimator and a module for fine-grained deformations. By making only the joint pose estimator time-dependent, our model enables smooth motion interpolation while preserving learned geometric details. Experiments on synthetic datasets show that our method outperforms existing approaches under sparse observations by up to 34% in PSNR, and achieves comparable performance to dense monocular video methods on real-world datasets despite using significantly fewer frames. Moreover, we demonstrate that the input initial static reconstruction can be replaced by a diffusion-based generative prior, making our method more practical for real-world scenarios.

Poster
EDGS: Eliminating Densification for Efficient Convergence of 3DGS

Dmytro Kotovenko, Olga Grebenkova, Bjorn Ommer

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3D Gaussian Splatting reconstructs scenes by starting from a sparse Structure-from-Motion initialization and refiningunder-reconstructed regions. This process is slow, as it requires multiple densification steps where Gaussians arerepeatedly split and adjusted, following a lengthy optimization path. Moreover, this incremental approach often yieldssuboptimal renderings in high-frequency regions. We propose a fundamentally different approach: eliminate densification with a one-step approximation of scenegeometry using triangulated pixels from dense image correspondences. This dense initialization allows us to estimatethe rough geometry of the scene while preserving rich details from input RGB images, providing each Gaussian withwell-informed color, scale, and position. As a result, we dramatically shorten the optimization path and remove theneed for densification. Unlike methods that rely on sparse keypoints, our dense initialization ensures uniform detailacross the scene, even in high-frequency regions where other methods struggle. Moreover, since all splats are initializedin parallel at the start of optimization, we remove the need to wait for densification to adjust new Gaussians.EDGS reaches LPIPS and SSIM performance of standard 3DGS significantly faster than existing efficiency-focused approaches. When trained further, it exceeds the reconstruction quality of state-of-the-art models aimed at maximizing fidelity. Our method is fully compatible with other acceleration techniques, making it a versatile and efficient solution that can be integrated with existing approaches.

Poster
PQDT: Pseudo-Query Dual Transformer for Robust Point Cloud Restoration

Haoqing Wu, Alexa Nawotki, Jochen Garcke

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Point clouds are a fundamental 3D representation in computer vision, enabling a wide range of perception tasks. However, real-world point clouds often suffer from degradations such as incompleteness, noise, outliers, and irregular density, caused by sensor limitations or occlusions. Recovering clean and detailed shapes from such degraded data is crucial for downstream applications. While existing learning-based methods achieve progress on individual tasks like completion or denoising, they typically rely on global bottleneck features, which lose fine-grained geometry and remain sensitive to varying input quality. We propose a unified 3D restoration network that directly takes point clouds as input and adaptively reconstructs high-quality geometry under diverse degradation scenarios. At the core of our approach is a Pseudo-Query module, implemented within a Transformer backbone, which reformulates geometric translation into two cooperative stages to enhance structural clarity, robustness, and local detail preservation. Extensive experiments on curated benchmarks demonstrate that our approach surpasses state-of-the-art performance in general 3D restoration. It effectively handles complex combinations of completion, deformation, and denoising degradations. With this work, we provide a novel unified, point-only backbone for robust 3D restoration, enabling more versatile 3D perception.

Poster
VLM-Loc: Localization in Point Cloud Maps via Vision-Language Models

Shuhao Kang, Youqi Liao, Peijie Wang, Wenlong Liao, Qilin Zhang, Benjamin Busam, Xieyuanli Chen, Yun Liu

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Text-to-point-cloud (T2P) localization aims to infer precise spatial positions within 3D point cloud maps from natural language descriptions, reflecting how humans perceive and communicate spatial layouts through language. However, existing methods largely rely on shallow text-point cloud correspondence without effective spatial reasoning, limiting their accuracy in complex environments. To address this limitation, we propose VLM-Loc, a framework that leverages the spatial reasoning capability of large vision-language models (VLMs) for T2P localization. Specifically, we transform point clouds into bird's-eye-view (BEV) images and scene graphs that jointly encode geometric and semantic context, providing structured inputs for the VLM to learn cross-modal representations bridging linguistic and spatial semantics. On top of these representations, we introduce a partial node assignment mechanism that explicitly associates textual cues with scene graph nodes, enabling interpretable spatial reasoning for accurate localization. To facilitate systematic evaluation across diverse scenes, we present CityLoc, a benchmark built from multi-source point clouds for fine-grained T2P localization. Experiments on CityLoc demonstrate VLM-Loc achieves superior accuracy and robustness compared to state-of-the-art methods. Our code, model, and dataset are available at \href https://github.com/MCG-NKU/nku-3d-vision repository .

Poster
Aesthetic Camera Viewpoint Suggestion with 3D Aesthetic Field

Sheyang Tang, Armin Shafiee Sarvestani, Jialu Xu, Xiaoyu Xu, Zhou Wang

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The aesthetic quality of a scene depends strongly on camera viewpoint. Existing approaches for aesthetic viewpoint suggestion are either single-view adjustments, predicting limited camera adjustments from a single image without understanding scene geometry, or 3D exploration approaches, which rely on dense captures or prebuilt 3D environments coupled with costly reinforcement learning (RL) searches. In this work, we introduce the notion of 3D aesthetic field that enables geometry-grounded aesthetic reasoning in 3D with sparse captures, allowing efficient viewpoint suggestions in contrast to costly RL searches. We opt to learn this 3D aesthetic field using a feedforward 3D Gaussian Splatting network that distills high-level aesthetic knowledge from a pretrained 2D aesthetic model into 3D space, enabling aesthetic prediction for novel viewpoints from only sparse input views. Building on this field, we propose a two-stage search pipeline that combines coarse viewpoint sampling with gradient-based refinement, efficiently identifying aesthetically appealing viewpoints without dense captures or RL exploration. Extensive experiments show that our method consistently suggests viewpoints with superior framing and composition compared to existing approaches, establishing a new direction toward 3D-aware aesthetic modeling.

Poster
GGPT: Geometry-Grounded Point Transformer

Yutong Chen, Yiming Wang, Xucong Zhang, Sergey Prokudin, Siyu Tang

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Recent feed-forward networks have achieved remarkable progress in sparse-view 3D reconstruction by predicting dense point maps directly from RGB images. However, they often suffer from geometric inconsistencies and limited fine-grained accuracy due to the absence of explicit multi-view constraints. We introduce the Geometry-Grounded Point Transformer (GGPT), a framework that augments feed-forward reconstruction with reliable sparse geometric guidance. We first propose an improved Structure-from-Motion pipeline based on dense feature matching and lightweight geometric optimisation to efficiently estimate accurate camera poses and partial 3D point clouds from sparse input views. We propose a geometry-guided 3D point transformer that refines dense point maps under explicit partial-geometry supervision using an optimised guidance encoding. Extensive experiments demonstrate that our method provides a principled mechanism for integrating geometric priors with dense feed-forward predictions, producing reconstructions that are both geometrically consistent and spatially complete, recovering fine structures and filling gaps in textureless areas.Trained solely on ScanNet++ with VGGT predictions, GGPT generalises across architectures and datasets, substantially outperforming state-of-the-art feed-forward 3D reconstruction models in both in-domain and out-of-domain settings.

Poster
CARD: A Multi-Modal Automotive Dataset for Dense 3D Reconstruction in Challenging Road Topography

Gasser Elazab, Frank Neuhaus, Tilman Koß, Malte Splietker, Aditya Date, Michael Unterreiner, Maximilian Jansen, Olaf Hellwich

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Autonomous driving must operate reliably across diverse surfaces to enable safe mobility. However, most driving datasets are captured on well-paved flat roads. Moreover, recent driving datasets primarily provide sparse LiDAR ground truth for images, which is insufficient for assessing fine-grained geometry in depth estimation and completion. To address these gaps, we introduce CARD, a multi-modal driving dataset that delivers quasi-dense 3D ground truth across continuous sequences rich in speed bumps, potholes, irregular surfaces and off-road segments. Our sensor suite includes synchronized global-shutter stereo cameras, front and rear LiDARs, 6-DoF poses from LiDAR-inertial odometry, per-wheel motion traces, and full calibration. Notably, our multi-LiDAR fusion yields 500K valid depth pixels per frame, about 6.5x more than KITTI Depth Completion and 10x more on average than other public driving datasets. The dataset spans 110 km and 4.7 hours across Germany and Italy. In addition, CARD provides 2D bounding boxes targeting road-topography irregularities, enabling accurate benchmarking for both geometry and perception tasks. Furthermore, we introduce a standardized evaluation protocol for road surface irregularities and a stereo-guided depth completion variant that achieves leading performance on CARD. Moreover, we benchmark state-of-the-art depth estimation models to establish strong baselines. We host CARD on Hugging Face with an open source SDK and standardized splits to enable public leaderboards and reproducible evaluation. The CARD dataset is hosted on (https://huggingface.co/CARD-Data).

Poster