ICCV 2025 Papers

International Conference on Computer Vision

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2,728papers

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

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    2,70299.0%
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    261.0%

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Stepping Out of Similar Semantic Space for Open-Vocabulary Segmentation

Yong Liu, Song-Li Wu, Sule Bai, Jiahao Wang, Yitong Wang, Yansong Tang

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Open-vocabulary segmentation aims to achieve segmentation of arbitrary categories given unlimited text inputs as guidance. To achieve this, recent works have focused on developing various technical routes to exploit the potential of large-scale pre-trained vision-language models and have made significant progress on existing benchmarks. However, we find that existing test sets are limited in measuring the models' comprehension of "open-vocabulary" concepts, as their semantic space closely resembles the training space, even with many overlapping categories. To this end, we present a new benchmark named OpenBench that differs significantly from the training semantics. It is designed to better assess the model's ability to understand and segment a wide range of real-world concepts. When testing existing methods on OpenBench, we find that their performance diverges from the conclusions drawn on existing test sets. In addition, we propose a method named OVSNet to improve the segmentation performance for diverse and open scenarios. Through elaborate fusion of heterogeneous features and cost-free expansion of the training space, OVSNet achieves state-of-the-art results on both existing datasets and our proposed OpenBench. Corresponding analysis demonstrate the soundness and effectiveness of our proposed benchmark and method.

Poster
Steering Guidance for Personalized Text-to-Image Diffusion Models

Sunghyun Park, Seokeon Choi, Hyoungwoo Park, Sungrack Yun

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Personalizing text-to-image diffusion models is crucial for adapting the pre-trained models to specific target concepts, enabling diverse image generation. However, fine-tuning with few images introduces an inherent trade-off between aligning with the target distribution (e.g., subject fidelity) and preserving the broad knowledge of the original model (e.g., text editability). Existing sampling guidance methods, such as classifier-free guidance (CFG) and autoguidance (AG), fail to effectively guide the output toward well-balanced space: CFG restricts the adaptation to the target distribution, while AG compromises text alignment. To address these limitations, we propose personalization guidance, a simple yet effective method leveraging an unlearned weak model conditioned on a null text prompt. Moreover, our method dynamically controls the extent of unlearning in a weak model through weight interpolation between pre-trained and fine-tuned models during inference. Unlike existing guidance methods, which depend solely on guidance scales, our method explicitly steers the outputs toward a balanced latent space without additional computational overhead. Experimental results demonstrate that our proposed guidance can improve text alignment and target distribution fidelity, integrating seamlessly with various fine-tuning strategies.

Poster
SteerX: Creating Any Camera-Free 3D and 4D Scenes with Geometric Steering

Byeongjun Park, Hyojun Go, Hyelin Nam, Byung-Hoon Kim, Hyungjin Chung, Changick Kim

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Recent progress in 3D/4D scene generation emphasizes the importance of physical alignment throughout video generation and scene reconstruction. However, existing methods improve the alignment separately at each stage, making it difficult to manage subtle misalignments arising from another stage. Here, we present SteerX, a zero-shot inference-time steering method that unifies scene reconstruction into the generation process, tilting data distributions toward better geometric alignment. To this end, we introduce two geometric reward functions for 3D/4D scene generation by using pose-free feed-forward scene reconstruction models. Through extensive experiments, we demonstrate the effectiveness of SteerX in improving 3D/4D scene generation.

Poster
Stealthy Backdoor Attack in Federated Learning via Adaptive Layer-wise Gradient Alignment

Qingqian Yang, Peishen Yan, Xiaoyu Wu, Jiaru Zhang, Tao Song, Yang Hua, Hao Wang, Liangliang Wang, Haibing Guan

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The distributed nature of federated learning exposes it to significant security threats, among which backdoor attacks are one of the most prevalent. However, existing backdoor attacks face a trade-off between attack strength and stealthiness: attacks maximizing the attack strength are often detectable, while stealthier approaches significantly reduce the effectiveness of the attack itself. Both of them result in ineffective backdoor injection. In this paper, we propose an adaptive layer-wise gradient alignment strategy to effectively evade various robust defense mechanisms while preserving attack strength. Without requiring additional knowledge, we leverage the previous global update as a reference for alignment to ensure stealthiness during dynamic FL training. This fine-grained alignment strategy applies appropriate constraints to each layer, which helps significantly maintain attack strength. To demonstrate the effectiveness of our method, we conduct extensive evaluations across a wide range of datasets and networks. Our experimental results show that the proposed attack effectively bypasses eight state-of-the-art defenses and achieves high backdoor accuracy, outperforming existing attacks by up to 54.76%. Additionally, it significantly preserves attack strength and maintains robust performance across diverse scenarios, highlighting its adaptability and generalizability. Code implementation is available at https://github.com/yqqhyqq/LGA.

Poster
StealthAttack: Robust 3D Gaussian Splatting Poisoning via Density-Guided Illusions

Bo-Hsu Ke, You-Zhe Xie, Yu-Lun Liu, Wei-Chen Chiu

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3D scene representation methods like Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have significantly advanced novel view synthesis. As these methods become prevalent, addressing their vulnerabilities becomes critical. We analyze 3DGS robustness against image-level poisoning attacks and propose a novel density-guided poisoning method. Our method strategically injects Gaussian points into low-density regions identified via Kernel Density Estimation (KDE), embedding viewpoint-dependent illusory objects clearly visible from poisoned views while minimally affecting innocent views. Additionally, we introduce an adaptive noise strategy to disrupt multi-view consistency, further enhancing attack effectiveness. We propose a KDE-based evaluation protocol to assess attack difficulty systematically, enabling objective benchmarking for future research. Extensive experiments demonstrate our method's superior performance compared to state-of-the-art techniques.

Poster
Statistical Confidence Rescoring for Robust 3D Scene Graph Generation from Multi-View Images

Qi Xun Yeo, Yanyan Li, Gim Hee Lee

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Modern 3D semantic scene graph estimation methods utilize ground truth 3D annotations to accurately predict target objects, predicates, and relationships. In the absence of given 3D ground truth representations, we explore leveraging only multi-view RGB images to tackle this task. To attain robust features for accurate scene graph estimation, we must overcome the noisy reconstructed pseudo point-based geometry from predicted depth maps and reduce the amount of background noise present in multi-view image features. The key is to enrich node and edge features with accurate semantic and spatial information and through neighbouring relations. We obtain semantic masks to guide feature aggregation to filter background features and design a novel method to incorporate neighbouring node information to aid robustness of our scene graph estimates. Furthermore, we leverage on explicit statistical priors calculated from the training summary statistics to refine node and edge predictions based on their one-hop neighborhood. Our experiments show that our method outperforms current methods purely using multi-view images as the initial input. Our project page is available at https://qixun1.github.io/projects/SCRSSG.

Poster
Staining and Locking Computer Vision Models Without Retraining

Oliver J. Sutton, Qinghua Zhou, George Leete, Alexander N. Gorban, Ivan Y Tyukin

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We introduce new methods of staining and locking computer vision models, to protect their owners' intellectual property. Staining, also known as watermarking, embeds secret behaviour into a model which can later be used to identify it, while locking aims to make a model unusable unless a secret trigger is inserted into input images. Unlike existing methods, our algorithms can be used to stain and lock pre-trained models without requiring fine-tuning or retraining, and come with provable, computable guarantees bounding their worst-case false positive rates. The stain and lock are implemented by directly modifying a small number of the model's weights and have minimal impact on the (unlocked) model's performance. Locked models are unlocked by inserting a small 'trigger patch' into the corner of the input image. We present experimental results showing the efficacy of our methods and demonstrating their practical performance on a variety of computer vision models.

Poster
StableDepth: Scene-Consistent and Scale-Invariant Monocular Depth

Zheng Zhang, Lihe Yang, Tianyu Yang, Chaohui Yu, Xiaoyang Guo, Yixing Lao, Hengshuang Zhao

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Recent advances in monocular depth estimation significantly improve robustness and accuracy. However, relative depth models exhibit flickering and 3D inconsistency in video data, limiting 3D reconstruction applications. We introduce StableDepth, a scene-consistent and scale-invariant depth estimation method achieving scene-level 3D consistency. Our dual-decoder architecture learns from large-scale unlabeled video data, enhancing generalization and reducing flickering. Unlike previous methods requiring full video sequences, StableDepth enables online inference at 13x faster speed, achieving significant improvements across benchmarks with comparable temporal consistency to video diffusion-based estimators.

Poster
StableCodec: Taming One-Step Diffusion for Extreme Image Compression

Tianyu Zhang, Xin Luo, Li Li, Dong Liu

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Diffusion-based image compression has shown remarkable potential for achieving ultra-low bitrate coding (less than 0.05 bits per pixel) with high realism, by leveraging the generative priors of large pre-trained text-to-image diffusion models. However, current approaches require a large number of denoising steps at the decoder to generate realistic results under extreme bitrate constraints, limiting their application in real-time compression scenarios. Additionally, these methods often sacrifice reconstruction fidelity, as diffusion models typically fail to guarantee pixel-level consistency. To address these challenges, we introduce StableCodec, which enables one-step diffusion for high-fidelity and high-realism extreme image compression with improved coding efficiency. To achieve ultra-low bitrates, we first develop an efficient Deep Compression Latent Codec to transmit a noisy latent representation for a single-step denoising process. We then propose a Dual-Branch Coding Structure, consisting of a pair of auxiliary encoder and decoder, to enhance reconstruction fidelity. Furthermore, we adopt end-to-end optimization with joint bitrate and pixel-level constraints. Extensive experiments on the CLIC 2020, DIV2K, and Kodak datasets demonstrate that StableCodec outperforms existing methods in terms of FID, KID and DISTS by a significant margin, even at bitrates as low as 0.005 bits per pixel, while maintaining strong fidelity. Additionally, StableCodec achieves inference speeds comparable to mainstream transform coding schemes. Code is available at our project repository.

Poster
Stable-Sim2Real: Exploring Simulation of Real-Captured 3D Data with Two-Stage Depth Diffusion

Mutian Xu, Chongjie Ye, Haolin Liu, Yushuang Wu, Jiahao Chang, Xiaoguang Han

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3D data simulation aims to bridge the gap between simulated and real-captured 3D data, which is a fundamental problem for real-world 3D visual tasks. Most 3D data simulation methods inject predefined physical priors but struggle to capture the full complexity of real data. An optimal approach involves learning an implicit mapping from synthetic to realistic data in a data-driven manner, but progress in this solution has met stagnation in recent studies. This work explores a new solution path of data-driven 3D simulation, called Stable-Sim2Real, based on a novel two-stage depth diffusion model. The initial stage finetunes StableDiffusion to generate the residual between the real and synthetic paired depth, producing a stable but coarse depth, where some local regions may deviate from realistic patterns. To enhance this, both the synthetic and initial output depth are fed into a second-stage diffusion, where diffusion loss is adjusted to prioritize these distinct areas identified by a 3D discriminator. We provide a new benchmark scheme to evaluate 3D data simulation methods. Extensive experiments show that training the network with the 3D simulated data derived from our method significantly enhances performance in real-world 3D visual tasks. Moreover, the evaluation demonstrates the high similarity between our 3D simulated data and real-captured patterns.

Poster
Stable Virtual Camera: Generative View Synthesis with Diffusion Models

Jensen Zhou, Hang Gao, Vikram Voleti, Aaryaman Vasishta, Chun-Han Yao, Mark Boss, Philip Torr, Christian Rupprecht, Varun Jampani

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We present \underline \text S tabl\underline \text e \underline \text V irtual C\underline \text a mera (Seva), a generalist diffusion model that creates novel views of a scene, given any number of input views and target cameras.Existing works struggle to generate either large viewpoint changes or temporally smooth samples, while relying on specific task configurations.Our approach overcomes these limitations through simple model design, optimized training recipe, and flexible sampling strategy that generalize across view synthesis tasks at test time.As a result, our samples maintain high consistency without requiring additional 3D representation-based distillation, thus streamlining view synthesis in the wild.Furthermore, we show that our method can generate high-quality videos lasting up to half a minute with seamless loop closure.Extensive benchmarking demonstrates that Seva outperforms existing methods across different datasets and settings.

Poster
Stable Score Distillation

Haiming Zhu, Yangyang Xu, Chenshu Xu, Tingrui Shen, Wenxi Liu, Yong Du, Jun Yu, Shengfeng He

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Text-guided image and 3D editing have advanced with diffusion-based models, yet methods like Delta Denoising Score often struggle with stability, spatial control, and editing strength. These limitations stem from reliance on complex auxiliary structures, which introduce conflicting optimization signals and restrict precise, localized edits. We introduce Stable Score Distillation (SSD), a streamlined framework that enhances stability and alignment in the editing process by anchoring a single classifier to the source prompt. Specifically, SSD utilizes Classifier-Free Guidance (CFG) equation to achieve cross-prompt alignment, and introduces a constant term null-text branch to stabilize the optimization process. This approach preserves the original content's structure and ensures that editing trajectories are closely aligned with the source prompt, enabling smooth, prompt-specific modifications while maintaining coherence in surrounding regions. Additionally, SSD incorporates a prompt enhancement branch to boost editing strength, particularly for style transformations. Our method achieves state-of-the-art results in 2D and 3D editing tasks, including NeRF and text-driven style edits, with faster convergence and reduced complexity, providing a robust and efficient solution for text-guided editing. Code is available at: https://github.com/Alex-Zhu1/SSD.

Poster
Stable Diffusion Models are Secretly Good at Visual In-Context Learning

Trevine Oorloff, Vishwanath Sindagi, Wele Gedara Chaminda Bandara, Ali Shafahi, Amin Ghiasi, Charan Prakash, Reza Ardekani

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Large language models (LLM) in natural language processing (NLP) have demonstrated great potential for in-context learning (ICL) -- the ability to leverage a few set of example prompts to adapt to various tasks without having to explicitly update model weights. ICL has recently been explored for the visual domain with promising early outcomes. These approaches involve specialized training and/or additional data which complicate the process and limit its generalizability. In this work, we show that off-the-shelf Stable Diffusion models can be repurposed for visual in-context learning (V-ICL). Specifically, we formulate an in-place attention re-computation within the self-attention layers of the Stable Diffusion architecture that explicitly incorporates context between the query and example prompts. Without any additional fine-tuning, we show that this repurposed Stable Diffusion model is able to adapt to six different tasks: foreground segmentation, single object detection, semantic segmentation, keypoint detection, edge detection, and colorization. For example, the proposed approach improves the mean intersection over union (mIoU) for the foreground segmentation task on Pascal-5i dataset by 8.9% and 3.2% over recent methods such as Visual Prompting and IMProv, respectively. Additionally, we show that the proposed method is able to effectively leverage multiple prompts through ensembling to infer the task better and further improve the performance.

Poster
St4RTrack: Simultaneous 4D Reconstruction and Tracking in the World

Haiwen Feng, Junyi Zhang, Qianqian Wang, Yufei Ye, Pengcheng Yu, Michael J. Black, Trevor Darrell, Angjoo Kanazawa

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Dynamic 3D reconstruction and point tracking in videos are typically treated as separate tasks, despite their deep connection. We propose St4RTrack, a feed-forward frame- work that simultaneously reconstructs and tracks dynamic video content in a world coordinate frame from RGB in- puts. This is achieved by predicting two appropriately de- fined pointmaps for a pair of frames captured at different moments. Specifically, we predict both pointmaps at the same moment, in the same world, capturing both static and dynamic scene geometry while maintaining 3D correspon- dences. Chaining these predictions through the video sequence with respect to a reference frame naturally computes long-range correspondences, effectively combining 3D reconstruction with 3D tracking. Unlike prior methods that rely heavily on 4D ground truth supervision, we employ a novel adaptation scheme based on a reprojection loss. We establish a new extensive benchmark for world-frame re- construction and tracking, demonstrating the effectiveness and efficiency of our unified, data-driven framework. Our code, model, and benchmark will be released.

Poster
Split-and-Combine: Enhancing Style Augmentation for Single Domain Generalization

Zhen Zhang, Shuai Yang, Qianlong Dang, Zhize Wu, Lichuan Gu

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Single domain generalization aims to learn a model with good generalization ability from a single source domain. Recent advances in this field have focused on increasing the diversity of the training data through style (e.g., color and texture) augmentation. However, most existing methods apply uniform perturbations to the entire image, failing to simulate complex images with multiple distinct stylistic regions. To address this, we propose a "Split-And-Combine" (SAC) strategy to enhance style diversity. Specifically, SAC first performs patch-aware augmentation, which splits an image into multiple patches and applies style augmentation independently to each patch, enabling distinct color variations across regions. Then, SAC combines these patches to reconstruct a complete image and applies adaptive random convolutions, which utilizes a deformable convolution layer with random and Gaussian filters to enhance texture diversity while preserving object integrity. Notably, SAC leverages entropy as a risk assessment criterion to adaptively determine whether a sample should undergo augmentation within the iterative process of random convolutions, preventing excessive augmentation. Furthermore, SAC introduces an energy-based distribution discrepancy score to quantify out-of-distribution likelihood, systematically expanding the augmented data's distribution. SAC can serve as a plug-and-play component to improve the performance of recent methods. Extensive experiments on four datasets demonstrate the effectiveness of SAC.

Poster
SplatTalk: 3D VQA with Gaussian Splatting

Anh Thai, Songyou Peng, Kyle Genova, Leonidas Guibas, Thomas Funkhouser

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Language-guided 3D scene understanding is important for advancing applications in robotics, AR/VR, and human-computer interaction, enabling models to comprehend and interact with 3D environments through natural language. While 2D vision-language models (VLMs) have achieved remarkable success in 2D VQA tasks, progress in the 3D domain has been significantly slower due to the complexity of 3D data and the high cost of manual annotations. In this work, we introduce SplatTalk, a novel method that uses a generalizable 3D Gaussian Splatting (3DGS) framework to produce 3D tokens suitable for direct input into a pretrained LLM, enabling effective zero-shot 3D visual question answering (3D VQA) for scenes with only posed images. During experiments on multiple benchmarks, our approach outperforms both 3D models trained specifically for the task and previous 2D-LMM-based models utilizing only images (our setting), while achieving competitive performance with state-of-the-art 3D LMMs that additionally utilize 3D inputs.

Poster
Splat-based 3D Scene Reconstruction with Extreme Motion-blur

Hyeonjoong Jang, Dongyoung Choi, Donggun Kim, Woohyun Kang, Min H. Kim

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We propose a splat-based 3D scene reconstruction method from RGB-D input that effectively handles extreme motion blur, a frequent challenge in low-light environments. Under dim illumination, RGB frames often suffer from severe motion blur due to extended exposure times, causing traditional camera pose estimation methods, such as COLMAP, to fail. This results in inaccurate camera pose and blurry color input, compromising the quality of 3D reconstructions. Although recent 3D reconstruction techniques like Neural Radiance Fields and Gaussian Splatting have demonstrated impressive results, they rely on accurate camera trajectory estimation, which becomes challenging under fast motion or poor lighting conditions. Furthermore, rapid camera movement and the limited field of view of depth sensors reduce point cloud overlap, limiting the effectiveness of pose estimation with the ICP algorithm. To address these issues, we introduce a method that combines camera pose estimation and image deblurring using a Gaussian Splatting framework, leveraging both 3D Gaussian splats and depth inputs for enhanced scene representation. Our method first aligns consecutive RGB-D frames through optical flow and ICP, then refines camera poses and 3D geometry by adjusting Gaussian positions for optimal depth alignment. To handle motion blur, we model camera movement during exposure and deblur images by comparing the input with a series of sharp, rendered frames. Experiments on a new RGB-D dataset with extreme motion blur show that our method outperforms existing approaches, enabling high-quality reconstructions even in challenging conditions. This approach has broad implications for 3D mapping applications in robotics, autonomous navigation, and augmented reality. Both code and dataset are publicly available on https://github.com/KAISTVCLAB/ gs-extreme-motion-blur.

Poster
Splat-LOAM: Gaussian Splatting LiDAR Odometry and Mapping

Emanuele Giacomini, Luca Di Giammarino, Lorenzo De Rebotti, Giorgio Grisetti, Martin R. Oswald

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LiDARs provide accurate geometric measurements, making them valuable for ego-motion estimation and reconstruction tasks.Although its success, managing an accurate and lightweight representation of the environment still poses challenges.Both classic and NeRF-based solutions have to trade off accuracy over memory and processing times.In this work, we build on recent advancements in Gaussian Splatting methods to develop a novel \lidar odometry and mapping pipeline that exclusively relies on Gaussian primitives for its scene representation.Leveraging spherical projection, we drive the refinement of the primitives uniquely from LiDAR measurements.Experiments show that our approach matches the current registration performance, while achieving SOTA results for mapping tasks with minimal GPU requirements. This efficiency makes it a strong candidate for further exploration and potential adoption in real-time robotics estimation tasks.

Poster
SplArt: Articulation Estimation and Part-Level Reconstruction with 3D Gaussian Splatting

Shengjie Lin, Jiading Fang, Muhammad Zubair Irshad, Vitor Campagnolo Guizilini, Rares Andrei Ambrus, Greg Shakhnarovich, Matthew R. Walter

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Reconstructing articulated objects prevalent in daily environments is crucial for applications in augmented/virtual reality and robotics. However, existing methods face scalability limitations (requiring 3D supervision or costly annotations), robustness issues (being susceptible to local optima), and rendering shortcomings (lacking speed or photorealism). We introduce SplArt, a self-supervised, category-agnostic framework that uses 3D Gaussian Splatting (3DGS) to reconstruct and infer the kinematics of articulated objects from two sets of posed RGB images captured at different articulation states, enabling real-time photorealistic rendering for novel viewpoints and articulations. SplArt augments 3DGS with a differentiable mobility parameter per Gaussian, achieving refined part segmentation. A multi-stage optimization strategy is employed to progressively handle reconstruction, part segmentation, and articulation estimation, significantly enhancing robustness and accuracy. SplArt exploits geometric self-supervision, effectively addressing challenging scenarios without requiring 3D annotations or category-specific priors. Evaluations on established and newly proposed benchmarks, along with applications to real-world scenarios using a handheld RGB camera, demonstrate SplArt's state-of-the-art performance and real-world practicality. Code is publicly available at https://github.com/ripl/splart.

Poster
SpinMeRound: Consistent Multi-View Identity Generation Using Diffusion Models

Stathis Galanakis, Alexandros Lattas, Stylianos Moschoglou, Bernhard Kainz, Stefanos Zafeiriou

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Despite recent progress in diffusion models, generating realistic head portraits from novel viewpoints remains a significant challenge in computer vision. Most current approaches are constrained to limited angular ranges, predominantly focusing on frontal or near-frontal views. Moreover, although the recent emerging large-scale diffusion models have been proven robust in handling 3D scenes, they underperform on facial data, given their complex structure and the uncanny valley pitfalls. In this paper, we propose SpinMeRound, a diffusion-based approach designed to generate consistent and accurate head portraits from novel viewpoints. By leveraging a number of input views alongside an identity embedding, our method effectively synthesizes diverse viewpoints of a subject whilst robustly maintaining its unique identity features. Through experimentation, we showcase our model's generation capabilities in full head synthesis, while beating current state-of-the-art multi-view diffusion models.

Poster