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

Neural Field-Based 3D Surface Reconstruction of Microstructures from Multi-Detector Signals in Scanning Electron Microscopy

Shuo Chen, Yijin Li, Xi Zheng, Guofeng Zhang

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The 3D characterization of microstructures is crucial for understanding and designing functional materials. However, the scanning electron microscope (SEM), widely used in scientific research, captures only 2D electron intensity distributions. Existing SEM 3D reconstruction methods struggle with textureless regions, shadowing artifacts, and calibration dependencies, whereas advanced learning-based approaches fail to generalize to microscopic SEM domains due to the lack of physical priors and domain-specific data. We introduce NFH-SEM, a neural field-based hybrid framework that reconstructs high-fidelity 3D surfaces from multi-view, multi-detector SEM images. NFH-SEM integrates coarse multi-view geometry with photometric stereo cues from detector signals through a continuous neural field, incorporating a learnable forward model that embeds SEM imaging physics for self-calibrated, shadow-robust reconstruction. NFH-SEM achieves precise recovery across diverse specimens, revealing 478 nm layered features in two-photon lithography samples, 782 nm surface textures on pollen grains, and 1.559 mm fracture steps on silicon carbide particles, demonstrating its accuracy and broad applicability. Our code and real-world dataset are available at https://github.com/zju3dv/NFH-SEM.

Oral
RetimeGS: Continuous-Time Reconstruction of 4D Gaussian Splatting

Xuezhen Wang, Li Ma, Yulin Shen, Zeyu Wang, Pedro V. Sander

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Temporal retiming, the ability to reconstruct and render dynamic scenes at arbitrary timestamps, is crucial for applications such as slow-motion playback, temporal editing, and post-production. However, most existing 4D Gaussian Splatting (4DGS) methods overfit at discrete frame indices but struggle to represent continuous-time frames, leading to ghosting artifacts when interpolating between timestamps. We identify this limitation as a form of temporal aliasing and propose RetimeGS, a simple yet effective 4DGS representation that explicitly defines the temporal behavior of the 3D Gaussian and mitigates temporal aliasing. To achieve smooth and consistent interpolation, we incorporate optical flow-guided initialization and supervision, triple-rendering supervision, and other targeted strategies. Together, these components enable ghost-free, temporally coherent rendering even under large motions. Experiments on datasets featuring fast motion, non-rigid deformation, and severe occlusions demonstrate that RetimeGS achieves superior quality and coherence over state-of-the-art methods.

Oral
From None to All: Self-Supervised 3D Reconstruction via Novel View Synthesis

Ranran Huang, Weixun Luo, Ye Mao, Krystian Mikolajczyk

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In this paper, we introduce NAS3R, a self-supervised feed-forward framework that jointly learns explicit 3D geometry and camera parameters with no ground-truth annotations and no pretrained priors. During training, NAS3R reconstructs 3D Gaussians from uncalibrated and unposed context views and renders target views using its self-predicted camera parameters, enabling self-supervised training from 2D photometric supervision. To ensure stable convergence, NAS3R integrates reconstruction and camera prediction within a shared transformer backbone regulated by masked attention, and adopts a depth-based Gaussian formulation that facilitates well-conditioned optimization. The framework is compatible with state-of-the-art supervised 3D reconstruction architectures and can incorporate pretrained priors or intrinsic information when available. Extensive experiments show that NAS3R achieves superior results to other self-supervised methods, establishing a scalable and geometry-aware paradigm for 3D reconstruction from unconstrained data. Code and models are publicly available at https://ranrhuang.github.io/nas3r/.

Poster
Feed-Forward One-Shot Animatable Textured Mesh Avatar Reconstruction

Yisheng He

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We introduce MeshLAM, a feed-forward framework for one-shot animatable mesh head reconstruction that generates high-fidelity, animatable 3D head avatars from a single image. Unlike previous work that relies on time-consuming test-time optimization or extensive multi-view data, our method produces complete mesh representations with inherent animatability from a single image in a single forward pass. Our approach employs a dual shape and texture map architecture that simultaneously processes mesh vertices and texture map with extracted image features from a shared transformer backbone, allowing for coherent shape carving and appearance modeling. To prevent mesh collapse and ensure topological integrity during feed-forward deformation, we propose an iterative GRU-based decoding mechanism with progressive geometry deformation and texture refinement, coupled with a novel reprojection-based texture guidance mechanism that anchors appearance learning to the input image. Extensive experiments demonstrate that our method outperforms state-of-the-art approaches in reconstruction quality, animation capability, and computational efficiency. Project page at https://meshlam.github.io.

Poster
Stochastic Ray Tracing for the Reconstruction of 3D Gaussian Splatting

Peiyu Xu, Shuang Zhao, Xin Sun, Krishna Mullia, Raymond Fei, Iliyan Georgiev

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Ray-tracing-based 3D Gaussian splatting (3DGS) enjoys the generality of supporting non-pinhole camera models and relightable formulations. However, they are usually lacking in performance, partially due to the need for depth-based sorting of all intersecting Gaussians along the traced rays.In this paper, we introduce a sorting-free differentiable stochastic formulation for ray-traced 3DGS, enabling efficient reconstruction and rendering of both standard and relightable 3DGS scenes.For standard 3DGS, our method offers performance comparable to rasterization-based 3DGS and outperforms sorting-based ray tracing.For relightable 3DGS, our technique provides higher-quality reconstructions and renderings thanks to the accurate shadow and shading computation provided by fully ray-traced shadow and light rays.

Poster
SLARM: Streaming and Language-Aligned Reconstruction Model for Dynamic Scenes

Zhicheng Qiu, Jiarui Meng, Tong-an Luo, Yican Huang, Xuan Feng, Xuanfu Li, Zhan Xu

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We propose SLARM, a feed-forward model that unifies dynamic scene reconstruction, semantic understanding, and real-time streaming inference. SLARM captures complex, non-uniform motion through higher-order motion modeling, trained solely on differentiable renderings without any flow supervision. Besides, SLARM distills semantic features from LSeg to obtain language-aligned representations. This design enables semantic querying via natural language, and the tight coupling between semantics and geometry further enhances the accuracy and robustness of dynamic reconstruction. Moreover, SLARM processes image sequences using window-based causal attention, achieving stable, low-latency streaming inference without accumulating memory cost. Within this unified framework, SLARM achieves state-of-the-art results in dynamic estimation, rendering quality, and scene parsing, improving motion accuracy by 21%, reconstruction PSNR by 1.6 dB, and segmentation mIoU by 20% over existing methods.

Poster
C-GenReg: Training-Free 3D Point Cloud Registration by Multi-View-Consistent Geometry-to-Image Generation with Probabilistic Modalities Fusion

Yuval Haitman, Amit Efraim, Joseph M Francos

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We introduce C-GenReg, a training-free framework for 3D point cloud registration that leverages the complementary strengths of world-scale generative priors and registration-oriented Vision Foundation Models (VFMs). Current learning-based 3D point cloud registration methods struggle to generalize across sensing modalities, sampling differences, and environments. Hence, C-GenReg augments the geometric point cloud registration branch by transferring the matching problem into an auxiliary image domain, where VFMs excel, using a World Foundation Model to synthesize multi-view-consistent RGB representations from the input geometry. This generative transfer preserves spatial coherence across source and target views without any fine-tuning. From these generated views, a VFM pretrained for finding dense correspondences extracts matches. The resulting pixel correspondences are lifted back to 3D via the original depth maps. To further enhance robustness, we introduce a "Match-then-Fuse" probabilistic cold-fusion scheme that combines two independent correspondence posteriors, that of the generated-RGB branch with that of the raw geometric branch. This principled fusion preserves each modality's inductive bias and provides calibrated confidence without any additional learning. C-GenReg is zero-shot and plug-and-play: all modules are pretrained and operate without fine-tuning. Extensive experiments on indoor (3DMatch, ScanNet) and outdoor (Waymo) benchmarks demonstrate strong zero-shot performance and superior cross-domain generalization. For the first time, we demonstrate a generative registration framework that operates successfully on real outdoor LiDAR data, where imagery is unavailable.

Poster
Velox: Learning Representations of 4D Geometry and Appearance

Anagh Malik, Dorian Chan, Xiaoming Zhao, David B Lindell, Oncel Tuzel, Jen-Hao Rick Chang

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We introduce a framework for learning latent representations of 4D objects which are descriptive, faithfully capturing object geometry and appearance; compressive, aiding in downstream efficiency; and accessible, requiring minimal input, i.e., an unstructured dynamic point cloud, to construct. Specifically, Velox trains an encoder to compress spatiotemporal color point clouds into a set of dynamic tokens. These tokens are supervised using two complementary decoders: a 4D surface decoder, which models the time-varying surface distribution capturing the geometry; and a Gaussian decoder, which maps the tokens to 3D Gaussians, helping learn appearance. To demonstrate the utility of our representation, we evaluate it across three downstream tasks: video-to-4D generation, 3D tracking, and cloth simulation via image-to-4D generation, and observe strong performances in all settings.

Poster
ST4R-Splat: Spatio-Temporal Referring Segmentation in 4D Gaussian Splatting

Yuming Meng, Dong Wu, Hongbin Zha

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Understanding objects in dynamic 4D environments via natural language is crucial yet underexplored. While existing methods focus on static 3D referring segmentation or open-vocabulary 4D querying, they struggle to ground complex spatio-temporal referring expressions in explicit 4D reconstructions. We introduce Spatio-Temporal Referring Segmentation in 4D Gaussian Splatting (STRS-4DGS), a novel task aiming to jointly identify and segment a target instance across space and time given a referring expression. To tackle this, we propose ST4R-Splat, the first framework for STRS-4DGS. Specifically, our framework incorporates an Instance-Aware 4D Gaussian Referring Field that assigns time-invariant embeddings for robust spatial grounding, and an Instance-Level Temporal State Mapping module that enables view-independent temporal localization directly in feature space. To provide rich spatio-temporal semantic supervision, we develop an automatic, MLLM-based captioning pipeline that generates decoupled spatial and temporal textual descriptions. Evaluated on our newly constructed STRS-4DGS benchmark, our method significantly outperforms adapted state-of-the-art baselines across both time-agnostic and time-sensitive metrics, establishing a strong foundation for language-driven 4D scene understanding.

Poster
IDESplat: Iterative Depth Probability Estimation for Generalizable 3D Gaussian Splatting

Wei Long, Haifeng Wu, Shiyin Jiang, Jinhua Zhang, Xinchun Ji, Shuhang Gu

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Generalizable 3D Gaussian Splatting aims to directly predict Gaussian parameters using a feed-forward network for scene reconstruction. Among these parameters, Gaussian means are particularly difficult to predict, so depth is usually estimated first and then unprojected to obtain the Gaussian sphere centers. Existing methods typically rely solely on a single warp to estimate depth probability, which hinders their ability to fully leverage cross-view geometric cues, resulting in unreliable and coarse depth maps. To address this limitation, we propose IDESplat, which iteratively applies warp operations to boost depth probability estimation for accurate Gaussian mean prediction. First, to eliminate the inherent unreliability of a single warp, we introduce a Depth Probability Boosting Unit (DPBU) that integrates epipolar attention maps produced by cascading warp operations in a multiplicative manner. Next, we construct an iterative depth estimation process by stacking multiple DPBUs, progressively identifying potential depth candidates with high likelihood. As IDESplat iteratively boosts depth probability estimates and updates the depth candidates, the depth map is gradually refined, resulting in accurate Gaussian means. We conduct experiments on RealEstate10K, ACID and DL3DV. IDESplat achieves outstanding reconstruction quality and state-of-the-art performance with real-time efficiency. On RE10K, it outperforms DepthSplat by 0.33 dB in PSNR, using only 10.7% of the parameters and 70% of the memory. Additionally, our IDESplat improves PSNR by 2.95 dB over DepthSplat on the DTU dataset in cross-dataset experiments, demonstrating its strong generalization ability.

Poster
PPISP: Physically-Plausible Compensation and Control of Photometric Variations in Radiance Field Reconstruction

Isaac Deutsch, Nicolas Moënne-Loccoz, Gavriel State, Zan Gojcic

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Multi-view 3D reconstruction methods remain highly sensitive to photometric inconsistencies arising from camera optical characteristics and variations in image signal processing (ISP). Existing mitigation strategies such as per-frame latent variables or affine color corrections lack physical grounding and generalize poorly to novel views. We propose the Physically-Plausible ISP (PPISP) correction module, which disentangles camera-intrinsic and capture-dependent effects through physically based and interpretable transformations. A dedicated PPISP controller, trained on the input views, predicts ISP parameters for novel viewpoints, analogous to auto exposure and auto white balance in real cameras. This design enables realistic and fair evaluation on novel views without access to ground-truth images. PPISP achieves SotA performance on standard benchmarks, while providing intuitive control and supporting the integration of metadata when available. The source code is available at: https://github.com/nv-tlabs/ppisp

Oral
MHopReg: Efficient Hierarchical Multi-Hop Graph Search for Point Cloud Registration

Yue Wu, Feng Xiao, Yongzhe Yuan, Hao Li, Kaiyuan Feng, Maoguo Gong, Qiguang Miao, wenping ma

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Outlier rejection for correspondence-based point cloud registration confronts two fundamental challenges in real-world scenarios. First, low-overlap regions yield sparse and fragmented inlier distributions that are difficult to discover using conventional one-step global search strategies. Second, large-scale scenes present dense correspondence inputs that impose stringent requirements on the accuracy-efficiency trade-off of search algorithms. To this end, we propose a hierarchical multi-hop graph search framework that progressively refines correspondences to address these challenges. Our method constructs a compatibility graph with transformation-invariant embeddings to predict correspondence confidence, establishing the foundation for cluster-balanced seed sampling that ensures comprehensive coverage across fragmented regions. These strategically selected seeds subsequently drive hierarchical multi-hop expansion, progressively discovering inliers through multi-resolution graph layers while circumventing the high complexity of exhaustive global search. Finally, distribution-aware ranking jointly evaluates geometric consistency and spatial coverage to select well-distributed transformations from multiple hypotheses. Experiments on 3DMatch, 3DLoMatch, and KITTI demonstrate that our method achieves highly competitive performance compared to existing methods in both low-overlap and large-scale scenarios.

Poster
Structure-to-Intensity Diffusion for Adverse-Weather LiDAR Generation

Peiyang Ni, Longyu Yang, Lu Zhang, Kuniaki Saito, Yap-Peng Tan, Fumin Shen, Heng Tao Shen, Xiaofeng Zhu, Ping Hu

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Adverse-weather LiDAR point cloud generation is challenged by complex weather-induced degradations. These degradations affect geometry and reflectance in fundamentally different ways, making joint modeling difficult and ambiguous, especially when diverse real-world training data is limited. To address this, we propose Structure-to-Intensity Diffusion (SiD), a diffusion-based framework that explicitly factorizes the denoising process at each time step: it first reconstructs the geometric structure, then conditions reflectance intensity denoising on the estimated structure. This structure-conditioned design decomposes the joint distribution, reduces modeling ambiguity, and leads to point clouds that are both geometrically coherent and radiometrically realistic. To mitigate data scarcity, we introduce Real-Prior Weather Simulation (RPWS), a degradation module that leverages real-world sensor statistics to synthesize physically plausible adverse-weather point clouds from clear scans. Extensive experiments demonstrate that, with similar model complexity, our approach outperforms the previous state-of-the-art in generating adverse-weather LiDAR scans with both structural and radiometric properties more closely aligned with real-world data.

Poster
Learning to Infer Parameterized Representations of Plants from 3D Scans

Samara Ghrer, Christophe Godin, Stefanie Wuhrer

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Plants frequently contain numerous organs, organized in 3D branching systems defining the plant's architecture. Reconstructing the architecture of plants from unstructured observations is challenging because of self-occlusion and spatial proximity between organs, which are often thin structures. To achieve the challenging task, we propose an approach that allows to infer a parameterized representation of the plant's architecture from a given 3D scan of a plant. In addition to the plant's branching structure, this representation contains parametric information for each plant organ, and can therefore be used directly in a variety of tasks. In this data-driven approach, we train a recursive neural network with virtual plants generated using a procedural model. After training, the network allows to infer a parametric tree-like representation based on an input 3D point cloud. Our method is applicable to any plant that can be represented as binary axial tree. We quantitatively evaluate our approach on Chenopodium Album plants on reconstruction, segmentation and skeletonization, which are important problems in plant phenotyping. In addition to carrying out several tasks at once, our method achieves results on-par with strong baselines for each task. We apply our method, trained exclusively on synthetic data, to 3D scans and show that it generalizes well.

Poster
Intrinsic Geometry-Appearance Consistency Optimization for Sparse-View Gaussian Splatting

Kaiqiang Xiong, Rui Peng, Jiahao Wu, Zhanke Wang, Jie Liang, Xiaoyun Zheng, Feng Gao, Ronggang Wang

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3D Gaussian Splatting (3DGS) represents scenes through primitives with coupled intrinsic properties: geometric attributes (position, covariance, opacity) and appearance attributes (view-dependent color). Faithful reconstruction requires intrinsic geometry-appearance consistency, where geometry accurately captures 3D structure while appearance reflects photometry. However, sparse observations lead to appearance overfitting and underconstrained geometry, causing severe novel-view artifacts. We present ICO-GS (Intrinsic Geometry-Appearance Consistency Optimization for 3DGS), a principled framework that enforces this consistency through tightly coupled geometric regularization and appearance learning. Our approach first regularizes geometry via feature-based multi-view photometric constraints by employing pixel-wise top-k selection to handle occlusions and edge-aware smoothness to preserve sharp structures. Then appearance is coupled with geometry through cycle-consistency depth filtering, which identifies reliable regions to synthesize virtual views that propagate geometric correctness into appearance optimization. Experiments on LLFF, DTU, and Blender show ICO-GS consistently outperforms existing sparse-view baselines, particularly in challenging weakly-textured regions.

Poster
GauMVC: Generative Decoupled Gaussian Representation for Human-centric Multi-view Video Compression

Ruoke Yan, Mingjia Yang, Xinfeng Zhang, Haocheng Tang, Qian Yin, Zhipin Deng, Kai Zhang, Li Zhang, Siwei Ma

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Human-centric multi-view video has a clear semantic structure: a static background and dynamic human motion. We propose a generative compression framework that explicitly decouples these components. The background is modeled once with 3D Gaussian Splatting, while the human is represented by a personalized Gaussian avatar reconstructed from a sparse set of key views that are transmitted only once and driven by compact per-frame pose parameters from the Skinned Multi-Person Linear (SMPL) model. The encoder sends only three elements: the background, the key views, and the SMPL parameters, enabling high-fidelity multi-viewpoint synthesis at dramatically reduced bitrates. This shifts compression from low-level redundancy removal to semantics-aware generative modeling. Experiments across multiple human-centric datasets demonstrate superior rate-distortion performance, particularly for long and densely captured sequences, and naturally enable semantic editing.

Poster
ArtLLM: Generating Articulated Assets via 3D LLM

Penghao Wang, Siyuan Xie, Hongyu Yan, Xianghui Yang, Jingwei Huang, Chunchao Guo, Jiayuan Gu

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Creating interactive digital environments for gaming, robotics, and simulation relies on articulated 3D objects whose functionality emerges from their part geometry and kinematic structure. However, existing approaches remain fundamentally limited: optimization-based reconstruction methods require slow, per-object joint fitting and typically handle only simple, single-joint objects, while retrieval-based methods assemble parts from a fixed library, leading to repetitive geometry and poor generalization. To address these challenges, we introduce ArtLLM, a novel framework for generating high-quality articulated assets directly from complete 3D meshes. At its core is a 3D multimodal large language model trained on a large-scale articulation dataset curated from both existing articulation datasets and procedurally generated objects. Unlike prior work, ArtLLM autoregressively predicts a variable number of parts and joints, inferring their kinematic structure in a unified manner from the object's point cloud. This articulation-aware layout then conditions a 3D generative model to synthesize high-fidelity part geometries. Experiments on the PartNet-Mobility dataset show that ArtLLM significantly outperforms state-of-the-art methods in both part layout accuracy and joint prediction, while generalizing robustly to real-world objects. Finally, we demonstrate its utility in constructing digital twins, highlighting its potential for scalable robot learning.

Poster
OrienPose: Orientation-Guided Novel View Synthesis for Single-Image Unseen Object Pose Estimation

Yating Liu, Zhaoshuai Qi, Yang Zou, Yongnan Yang, Shizhou Zhang, Yanning Zhang

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Estimating the 3D pose of unseen objects from a single image remains a fundamental yet challenging problem in computer vision, especially under a CAD model-free setting.Pioneering attempts address this issue by matching templates generated through Novel View Synthesis (NVS), which essentially aims to learn the geometric transformation from a reference to a target view. While promising, these methods can only approximate this transformation under pixel-level supervision, as the starting orientation remains undefined. In the absence of explicit geometric constraints to verify the correctness of the predicted transformation, existing methods often synthesize novel views with geometry-distorted structures or severely blurred local textures, leading to unreliable template matching and suboptimal pose estimation results. To this end, we propose OrienPose, a novel object pose estimation framework via orientation-aware NVS from a single image. Specifically, we introduce the Orientation-Aware Guidance, which explicitly injects object orientation cues into the reference latent embedding to enhance orientation awareness during viewpoint transformation. We also introduce an orientation consistency loss that supervises viewpoint transformation at the geometric level, establishing sufficient supervision for explicit and geometry-consistent transformation guidance beyond pixel-level similarity. This loss justifies estimating the reference orientation rather than using its ground-truth pose, thereby ensuring the alignment of coordinate domains between the injected and supervised priors. Extensive experiments demonstrate that OrienPose achieves state-of-the-art performance in single-view unseen object pose estimation and impressive robustness to image degradations. Our code is available at https://github.com/pubyLu/OrienPose.

Poster
Dehallu3D: Hallucination-Mitigated 3D Generation from a Single Image via Cyclic View Consistency Refinement

Xiwen Wang, Shichao Zhang, Ruowei Wang, Mao Li, Chenyu Zhou, Ji-Zhe Zhou, Qijun Zhao, Hailun Zhang

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Large 3D reconstruction models have revolutionized the 3D content generation field, enabling broad applications in virtual reality and gaming. Just like other large models, large 3D reconstruction models suffer from hallucinations as well, introducing structural outliers (e.g., odd holes or protrusions) that deviate from the input data. However, unlike other large models, hallucinations in large 3D reconstruction models remain severely underexplored, leading to malformed 3D-printed objects or insufficient immersion in virtual scenes. Such hallucinations majorly originate from that existing methods reconstruct 3D content from sparsely generated multi-view images which suffer from large viewpoint gaps and discontinuities. To mitigate hallucinations by eliminating the outliers, we propose Dehallu3D for 3D mesh generation. Our key idea is to design a balanced multi-view continuity constraint to enforce smooth transitions across dense intermediate viewpoints, while avoiding over-smoothing that could erase sharp geometric features. Therefore, Dehallu3D employs a plug-and-play optimization module with two key constraints: (i) adjacent consistency to ensure geometric continuity across views, and (ii) adaptive smoothness to retain fine details. We further propose the Outlier Risk Measure (ORM) metric to quantify geometric fidelity in 3D generation from the perspective of outliers. Extensive experiments show that Dehallu3D achieves high-fidelity 3D generation by effectively preserving structural details while removing hallucinated outliers.

Poster
FreeArtGS: Articulated Gaussian Splatting Under Free-moving Scenario

Hang Dai, Hongwei Fan, Han Zhang, Duojin Wu, Jiyao Zhang, Hao Dong

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The increasing demand for augmented reality and robotics is driving the need for articulated object reconstruction with high scalability. However, existing settings for reconstructing from discrete articulation states or casual monocular videos require non-trivial axis alignment or suffer from insufficient coverage, limiting their applicability. In this paper, we introduce FreeArtGS, a novel method for reconstructing articulated objects under free-moving scenario, a new setting with a simple setup and high scalability. FreeArtGS combines free-moving part segmentation with joint estimation and end-to-end optimization, taking only a monocular RGB-D video as input. By optimizing with the priors from off-the-shelf point-tracking and feature models, the free-moving part segmentation module identifies rigid parts from relative motion under unconstrained capture. The joint estimation module calibrates the unified object-to-camera poses and recovers joint type and axis robustly from part segmentation. Finally, 3DGS-based end-to-end optimization is implemented to jointly reconstruct visual textures, geometry, and joint angles of the articulated object. We conduct experiments on two benchmarks and real-world free-moving articulated objects. Experimental results demonstrate that FreeArtGS consistently excels in reconstructing free-moving articulated objects and remains highly competitive in previous reconstruction settings, proving itself a practical and effective solution for realistic asset generation. The project page is available at: https://freeartgs.github.io/.

Poster