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3D Vision

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MVTokenFlow: High-quality 4D Content Generation using Multiview Token Flow

Hanzhuo Huang, Yuan Liu, Ge Zheng, Jiepeng Wang, Zhiyang Dou, Sibei Yang

In this paper, we present MVTokenFlow for high-quality 4D content creation from monocular videos. Recent advancements in generative models such as video diffusion models and multiview diffusion models enable us to create videos or 3D models. However, extending these generative models for dynamic 4D content creation is still a challenging task that requires the generated content to be consistent spatially and temporally. To address this challenge, MVTokenFlow utilizes the multiview diffusion model to generate multiview images on different timesteps, which attains spatial consistency across different viewpoints and allows us to reconstruct a reasonable coarse 4D field. Then, MVTokenFlow further regenerates all the multiview images using the rendered 2D flows as guidance. The 2D flows effectively associate pixels from different timesteps and improve the temporal consistency by reusing tokens in the regeneration process. Finally, the regenerated images are spatiotemporally consistent and utilized to refine the coarse 4D field to get a high-quality 4D field. Experiments demonstrate the effectiveness of our design and show significantly improved quality than baseline methods. Project page: https://soolab.github.io/MVTokenFlow.

ThermalGaussian: Thermal 3D Gaussian Splatting

Rongfeng Lu, Hangyu Chen, Zunjie Zhu, Yuhang Qin, Ming Lu, Le Zhang, Chenggang Yan, anke xue

Thermography is especially valuable for the military and other users of surveillance cameras. Some recent methods based on Neural Radiance Fields (NeRF) are proposed to reconstruct the thermal scenes in 3D from a set of thermal and RGB images. However, unlike NeRF, 3D Gaussian splatting (3DGS) prevails due to its rapid training and real-time rendering. In this work, we propose ThermalGaussian, the first thermal 3DGS approach capable of rendering high-quality images in RGB and thermal modalities. We first calibrate the RGB camera and the thermal camera to ensure that both modalities are accurately aligned. Subsequently, we use the registered images to learn the multimodal 3D Gaussians. To prevent the overfitting of any single modality, we introduce several multimodal regularization constraints. We also develop smoothing constraints tailored to the physical characteristics of the thermal modality. Besides, we contribute a real-world dataset named RGBT-Scenes, captured by a hand-hold thermal-infrared camera, facilitating future research on thermal scene reconstruction. We conduct comprehensive experiments to show that ThermalGaussian achieves photorealistic rendering of thermal images and improves the rendering quality of RGB images. With the proposed multimodal regularization constraints, we also reduced the model's storage cost by 90\%. Our project page is at https://thermalgaussian.github.io/.

Point-SAM: Promptable 3D Segmentation Model for Point Clouds

Yuchen Zhou, Jiayuan Gu, Tung Yen Chiang, Fanbo Xiang, Hao Su

The development of 2D foundation models for image segmentation has been significantly advanced by the Segment Anything Model (SAM). However, achieving similar success in 3D models remains a challenge due to issues such as non-unified data formats, poor model scalability, and the scarcity of labeled data with diverse masks. To this end, we propose a 3D promptable segmentation model Point-SAM, focusing on point clouds. We employ an efficient transformer-based architecture tailored for point clouds, extending SAM to the 3D domain. We then distill the rich knowledge from 2D SAM for Point-SAM training by introducing a data engine to generate part-level and object-level pseudo-labels at scale from 2D SAM. Our model outperforms state-of-the-art 3D segmentation models on several indoor and outdoor benchmarks and demonstrates a variety of applications, such as interactive 3D annotation and zero-shot 3D instance proposal.

Sort-free Gaussian Splatting via Weighted Sum Rendering

Qiqi Hou, Randall Rauwendaal, Zifeng Li, Hoang Le, Farzad Farhadzadeh, Fatih Porikli, Alexei Bourd, Amir Said

Recently, 3D Gaussian Splatting (3DGS) has emerged as a significant advancement in 3D scene reconstruction, attracting considerable attention due to its ability to recover high-fidelity details while maintaining low complexity. Despite the promising results achieved by 3DGS, its rendering performance is constrained by its dependence on costly non-commutative alpha-blending operations. These operations mandate complex view dependent sorting operations that introduce computational overhead, especially on the resource-constrained platforms such as mobile phones. In this paper, we propose Weighted Sum Rendering, which approximates alpha blending with weighted sums, thereby removing the need for sorting. This simplifies implementation, delivers superior performance, and eliminates the ``popping'' artifacts caused by sorting. Experimental results show that optimizing a generalized Gaussian splatting formulation to the new differentiable rendering yields competitive image quality. The method was implemented and tested in a mobile device GPU, achieving on average $1.23\times$ faster rendering.

Agent-to-Sim: Learning Interactive Behavior Models from Casual Longitudinal Videos

Gengshan Yang, Andrea Bajcsy, Shunsuke Saito, Angjoo Kanazawa

We present Agent-to-Sim (ATS), a framework for learning interactive behavior models of 3D agents from casual longitudinal video collections. Different from prior works that rely on marker-based tracking and multiview cameras, ATS learns natural behaviors of animal agents non-invasively through video observations recorded over a long time-span (e.g. a month) in a single environment. Modeling 3D behavior of an agent requires persistent 3D tracking (e.g., knowing which point corresponds to which) over a long time period. To obtain such data, we develop a coarse-to-fine registration method that tracks the agent and the camera over time through a canonical 3D space, resulting in a complete and persistent spacetime 4D representation. We then train a generative model of agent behaviors using paired data of perception and motion of an agent queried from the 4D reconstruction. ATS enables real-to-sim transfer from video recordings of an agent to an interactive behavior simulator. We demonstrate results on animals given monocular RGBD videos captured by a smartphone. Project page: gengshan-y.github.io/agent2sim-www.

InstantSplamp: Fast and Generalizable Stenography Framework for Generative Gaussian Splatting

Chenxin Li, Hengyu Liu, Zhiwen Fan, Wuyang Li, Yifan Liu, Panwang Pan, Yixuan Yuan

With the rapid development of large generative models for 3D, especially the evolution from NeRF representations to more efficient Gaussian Splatting, the synthesis of 3D assets has become increasingly fast and efficient, enabling the large-scale publication and sharing of generated 3D objects. However, while existing methods can add watermarks or steganographic information to individual 3D assets, they often require time-consuming per-scene training and optimization, leading to watermarking overheads that can far exceed the time required for asset generation itself, making deployment impractical for generating large collections of 3D objects. To address this, we propose InstantSplamp a framework that seamlessly integrates the 3D steganography pipeline into large 3D generative models without introducing explicit additional time costs. Guided by visual foundation models,InstantSplamp subtly injects hidden information like copyright tags during asset generation, enabling effective embedding and recovery of watermarks within generated 3D assets while preserving original visual quality. Experiments across various potential deployment scenarios demonstrate that \model~strikes an optimal balance between rendering quality and hiding fidelity, as well as between hiding performance and speed. Compared to existing per-scene optimization techniques for 3D assets, InstantSplamp reduces their watermarking training overheads that are multiples of generation time to nearly zero, paving the way for real-world deployment at scale. Project page: https://gaussian-stego.github.io/.

Reflective Gaussian Splatting

Yuxuan Yao, Zixuan Zeng, Chun Gu, Xiatian Zhu, Li Zhang

Novel view synthesis has experienced significant advancements owing to increasingly capable NeRF- and 3DGS-based methods. However, reflective object reconstruction remains challenging, lacking a proper solution to achieve real-time, high-quality rendering while accommodating inter-reflection. To fill this gap, we introduce a Reflective Gaussian splatting (Ref-Gaussian) framework characterized with two components: (I) Physically based deferred rendering that empowers the rendering equation with pixel-level material properties via formulating split-sum approximation; (II) Gaussian-grounded inter-reflection that realizes the desired inter-reflection function within a Gaussian splatting paradigm for the first time. To enhance geometry modeling, we further introduce material-aware normal propagation and an initial per-Gaussian shading stage, along with 2D Gaussian primitives. Extensive experiments on standard datasets demonstrate that Ref-Gaussian surpasses existing approaches in terms of quantitative metrics, visual quality, and compute efficiency. Further, we show that our method serves as a unified solution for both reflective and non-reflective scenes, going beyond the previous alternatives focusing on only reflective scenes. Also, we illustrate that Ref-Gaussian supports more applications such as relighting and editing.

UniRestore3D: A Scalable Framework For General Shape Restoration

Yuang Wang, Yujian Zhang, Sida Peng, Xingyi He, Haoyu Guo, Yujun Shen, Hujun Bao, Xiaowei Zhou

Shape restoration aims to recover intact 3D shapes from defective ones, such as those that are incomplete, noisy, and low-resolution. Previous works have achieved impressive results in shape restoration subtasks thanks to advanced generative models. While effective for specific shape defects, they are less applicable in real-world scenarios involving multiple defect types simultaneously. Additionally, training on limited subsets of defective shapes hinders knowledge transfer across restoration types and thus affects generalization. In this paper, we address the task of general shape restoration, which restores shapes with various types of defects through a unified model, thereby naturally improving the applicability and scalability. Our approach first standardizes the data representation across different restoration subtasks using high-resolution TSDF grids and constructs a large-scale dataset with diverse types of shape defects. Next, we design an efficient hierarchical shape generation model and a noise-robust defective shape encoder that enables effective impaired shape understanding and intact shape generation. Moreover, we propose a scalable training strategy for efficient model training. The capabilities of our proposed method are demonstrated across multiple shape restoration subtasks and validated on various datasets, including Objaverse, ShapeNet, GSO, and ABO.

Learning to Discretize Denoising Diffusion ODEs

Vinh Tong, Dung Trung Hoang, Anji Liu, Guy Van den Broeck, Mathias Niepert

Diffusion Probabilistic Models (DPMs) are generative models showing competitive performance in various domains, including image synthesis and 3D point cloud generation. Sampling from pre-trained DPMs involves multiple neural function evaluations (NFEs) to transform Gaussian noise samples into images, resulting in higher computational costs compared to single-step generative models such as GANs or VAEs. Therefore, reducing the number of NFEs while preserving generation quality is crucial. To address this, we propose LD3, a lightweight framework designed to learn the optimal time discretization for sampling. LD3 can be combined with various samplers and consistently improves generation quality without having to retrain resource-intensive neural networks. We demonstrate analytically and empirically that LD3 improves sampling efficiency with much less computational overhead. We evaluate our method with extensive experiments on 7 pre-trained models, covering unconditional and conditional sampling in both pixel-space and latent-space DPMs. We achieve FIDs of 2.38 (10 NFE), and 2.27 (10 NFE) on unconditional CIFAR10 and AFHQv2 in 5-10 minutes of training. LD3 offers an efficient approach to sampling from pre-trained diffusion models. Code is available at https://github.com/vinhsuhi/LD3.

GaussianBlock: Building Part-Aware Compositional and Editable 3D Scene by Primitives and Gaussians

Shuyi Jiang, Qihao Zhao, Hossein Rahmani, De Wen Soh, Jun Liu, Na Zhao

Recently, with the development of Neural Radiance Fields and Gaussian Splatting, 3D reconstruction techniques have achieved remarkably high fidelity. However, the latent representations learnt by these methods are highly entangled and lack interpretability. In this paper, we propose a novel part-aware compositional reconstruction method, called GaussianBlock, that enables semantically coherent and disentangled representations, allowing for precise and physical editing akin to building blocks, while simultaneously maintaining high fidelity. Our GaussianBlock introduces a hybrid representation that leverages the advantages of both primitives, known for their flexible actionability and editability, and 3D Gaussians, which excel in reconstruction quality. Specifically, we achieve semantically coherent primitives through a novel attention-guided centering loss derived from 2D semantic priors, complemented by a dynamic splitting and fusion strategy. Furthermore, we utilize 3D Gaussians that hybridize with primitives to refine structural details and enhance fidelity. Additionally, a binding inheritance strategy is employed to strengthen and maintain the connection between the two. Our reconstructed scenes are evidenced to be disentangled, compositional, and compact across diverse benchmarks, enabling seamless, direct and precise editing while maintaining high quality.

RESfM: Robust Deep Equivariant Structure from Motion

Fadi Khatib, Yoni Kasten, Dror Moran, Meirav Galun, Ronen Basri

Multiview Structure from Motion is a fundamental and challenging computer vision problem. A recent deep-based approach utilized matrix equivariant architectures for simultaneous recovery of camera pose and 3D scene structure from large image collections. That work, however, made the unrealistic assumption that the point tracks given as input are almost clean of outliers. Here, we propose an architecture suited to dealing with outliers by adding a multiview inlier/outlier classification module that respects the model equivariance and by utilizing a robust bundle adjustment step. Experiments demonstrate that our method can be applied successfully in realistic settings that include large image collections and point tracks extracted with common heuristics that include many outliers, achieving state-of-the-art accuracies in almost all runs, superior to existing deep-based methods and on-par with leading classical (non-deep) sequential and global methods.

Latent Radiance Fields with 3D-aware 2D Representations

Chaoyi Zhou, Xi Liu, Feng Luo, Siyu Huang

Latent 3D reconstruction has shown great promise in empowering 3D semantic understanding and 3D generation by distilling 2D features into the 3D space. However, existing approaches struggle with the domain gap between 2D feature space and 3D representations, resulting in degraded rendering performance. To address this challenge, we propose a novel framework that integrates 3D awareness into the 2D latent space. The framework consists of three stages: (1) a correspondence-aware autoencoding method that enhances the 3D consistency of 2D latent representations, (2) a latent radiance field (LRF) that lifts these 3D-aware 2D representations into 3D space, and (3) a VAE-Radiance Field (VAE-RF) alignment strategy that improves image decoding from the rendered 2D representations. Extensive experiments demonstrate that our method outperforms the state-of-the-art latent 3D reconstruction approaches in terms of synthesis performance and cross-dataset generalizability across diverse indoor and outdoor scenes. To our knowledge, this is the first work showing the radiance field representations constructed from 2D latent representations can yield photorealistic 3D reconstruction performance.

Beyond Canonicalization: How Tensorial Messages Improve Equivariant Message Passing

Peter Lippmann, Gerrit Gerhartz, Roman Remme, Fred A. Hamprecht

In numerous applications of geometric deep learning, the studied systems exhibit spatial symmetries and it is desirable to enforce these. For the symmetry of global rotations and reflections, this means that the model should be equivariant with respect to the transformations that form the group of $\mathrm O(d)$. While many approaches for equivariant message passing require specialized architectures, including non-standard normalization layers or non-linearities, we here present a framework based on local reference frames ("local canonicalization") which can be integrated with any architecture without restrictions. We enhance equivariant message passing based on local canonicalization by introducing tensorial messages to communicate geometric information consistently between different local coordinate frames. Our framework applies to message passing on geometric data in Euclidean spaces of arbitrary dimension. We explicitly show how our approach can be adapted to make a popular existing point cloud architecture equivariant. We demonstrate the superiority of tensorial messages and achieve state-of-the-art results on normal vector regression and competitive results on other standard 3D point cloud tasks.

AniSDF: Fused-Granularity Neural Surfaces with Anisotropic Encoding for High-Fidelity 3D Reconstruction

Jingnan Gao, Zhuo Chen, Xiaokang Yang, Yichao Yan

Neural radiance fields have recently revolutionized novel-view synthesis and achieved high-fidelity renderings. However, these methods sacrifice the geometry for the rendering quality, limiting their further applications including relighting and deformation. How to synthesize photo-realistic rendering while reconstructing accurate geometry remains an unsolved problem. In this work, we present AniSDF, a novel approach that learns fused-granularity neural surfaces with physics-based encoding for high-fidelity 3D reconstruction. Different from previous neural surfaces, our fused-granularity geometry structure balances the overall structures and fine geometric details, producing accurate geometry reconstruction. To disambiguate geometry from reflective appearance, we introduce blended radiance fields to model diffuse and specularity following the anisotropic spherical Gaussian encoding, a physics-based rendering pipeline. With these designs, AniSDF can reconstruct objects with complex structures and produce high-quality renderings. Furthermore, our method is a unified model that does not require complex hyperparameter tuning for specific objects. Extensive experiments demonstrate that our method boosts the quality of SDF-based methods by a great scale in both geometry reconstruction and novel-view synthesis.

IDArb: Intrinsic Decomposition for Arbitrary Number of Input Views and Illuminations

Zhibing Li, Tong Wu, Jing Tan, Mengchen Zhang, Jiaqi Wang, Dahua Lin

Capturing geometric and material information from images remains a fundamental challenge in computer vision and graphics. Traditional optimization-based methods often require hours of computational time to reconstruct geometry, material properties, and environmental lighting from dense multi-view inputs, while still struggling with inherent ambiguities between lighting and material. On the other hand, learning-based approaches leverage rich material priors from existing 3D object datasets but face challenges with maintaining multi-view consistency. In this paper, we introduce IDArb, a diffusion-based model designed to perform intrinsic decomposition on an arbitrary number of images under varying illuminations. Our method achieves highly accurate and multi-view consistent estimation on surface normals and material properties. This is made possible through a novel cross-view, cross-domain attention module and an illumination-augmented, view-adaptive training strategy. Additionally, we introduce ARB-Objaverse, a new dataset that provides large-scale multi-view intrinsic data and renderings under diverse lighting conditions, supporting robust training. Extensive experiments demonstrate that IDArb outperforms state-of-the-art methods both qualitatively and quantitatively. Moreover, our approach facilitates a range of downstream tasks, including single-image relighting, photometric stereo, and 3D reconstruction, highlighting its broad applicability in realistic 3D content creation. Project website: https://lizb6626.github.io/IDArb/.

EG4D: Explicit Generation of 4D Object without Score Distillation

Qi Sun, Zhiyang Guo, Ziyu Wan, Jing Nathan Yan, Shengming Yin, Wengang Zhou, Jing Liao, Houqiang Li

In recent years, the increasing demand for dynamic 3D assets in design and gaming applications has given rise to powerful generative pipelines capable of synthesizing high-quality 4D objects. Previous methods generally rely on score distillation sampling (SDS) algorithm to infer the unseen views and motion of 4D objects, thus leading to unsatisfactory results with defects like over-saturation and Janus problem. Therefore, inspired by recent progress of video diffusion models, we propose to optimize a 4D representation by explicitly generating multi-view videos from one input image. However, it is far from trivial to handle practical challenges faced by such a pipeline, including dramatic temporal inconsistency, inter-frame geometry and texture diversity, and semantic defects brought by video generation results. To address these issues, we propose EG4D, a novel multi-stage framework that generates high-quality and consistent 4D assets without score distillation. Specifically, collaborative techniques and solutions are developed, including an attention injection strategy to synthesize temporal-consistent multi-view videos, a robust and efficient dynamic reconstruction method based on Gaussian Splatting, and a refinement stage with diffusion prior for semantic restoration. The qualitative comparisons and quantitative results demonstrate that our framework outperforms the baselines in generation quality by a considerable margin.

Lift Your Molecules: Molecular Graph Generation in Latent Euclidean Space

Mohamed Amine Ketata, Nicholas Gao, Johanna Sommer, Tom Wollschläger, Stephan Günnemann

We introduce a new framework for 2D molecular graph generation using 3D molecule generative models. Our Synthetic Coordinate Embedding (SyCo) framework maps 2D molecular graphs to 3D Euclidean point clouds via synthetic coordinates and learns the inverse map using an E($n$)-Equivariant Graph Neural Network (EGNN). The induced point cloud-structured latent space is well-suited to apply existing 3D molecule generative models. This approach simplifies the graph generation problem into a point cloud generation problem followed by node and edge classification tasks, without relying on molecular fragments nor autoregressive decoding. Further, we propose a novel similarity-constrained optimization scheme for 3D diffusion models based on inpainting and guidance. As a concrete implementation of our framework, we develop EDM-SyCo based on the E(3) Equivariant Diffusion Model (EDM). EDM-SyCo achieves state-of-the-art performance in distribution learning of molecular graphs, outperforming the best non-autoregressive methods by more than 26\% on ZINC250K and 16\% on the GuacaMol dataset while improving conditional generation by up to 3.9 times.

SplineGS: Learning Smooth Trajectories in Gaussian Splatting for Dynamic Scene Reconstruction

Jihwan Yoon, Sangbeom Han, Jaeseok Oh, Minsik Lee

Reconstructing complex scenes with deforming objects for novel view synthesis is a challenging task. Recent works have addressed this with 3D Gaussian Splatting, which effectively reconstructs static scenes with high quality in short training time, by adding specialized modules for the deformations of Gaussian blobs. However, designing an effective deformation module that incorporates appropriate spatiotemporal inductive biases still remains unresolved. To address this issue, we propose SplineGS in this paper, which utilizes non-uniform rational B-splines (NURBS), an extension of B-spline, to represent temporally smooth deformation. A set of representative trajectories are learned based on NURBS, and the individual trajectories of Gaussian blobs are represented as linear combinations of these trajectories for spatial smoothness. The weights of the combinations are trained based on a multi-resolution hash table and an MLP, with the positions of the Gaussian blobs as the keys. Thanks to this design, the proposed method does not need any regularizers for trajectories, which enables efficient training. Experiments demonstrate that the proposed method provides competitive performance over the existing methods with much shorter training time.

SV4D: Dynamic 3D Content Generation with Multi-Frame and Multi-View Consistency

Yiming Xie, Chun-Han Yao, Vikram Voleti, Huaizu Jiang, Varun Jampani

We present Stable Video 4D (SV4D) — a latent video diffusion model for multi-frame and multi-view consistent dynamic 3D content generation. Unlike previous methods that rely on separately trained generative models for video generation and novel view synthesis, we design a unified diffusion model to generate novel view videos of dynamic 3D objects. Specifically, given a monocular reference video, SV4D generates novel views for each video frame that are temporally consistent. We then use the generated novel view videos to optimize an implicit 4D representation (dynamic NeRF) efficiently, without the need for cumbersome SDS-based optimization used in most prior works. To train our unified novel view video generation model, we curate a dynamic 3D object dataset from the existing Objaverse dataset. Extensive experimental results on multiple datasets and user studies demonstrate SV4D's state-of-the-art performance on novel-view video synthesis as well as 4D generation compared to prior works. Project page: https://sv4d.github.io.

Lotus: Diffusion-based Visual Foundation Model for High-quality Dense Prediction

Jing He, Haodong LI, Wei Yin, Yixun Liang, Leheng Li, Kaiqiang Zhou, Hongbo Zhang, Bingbing Liu, Ying-Cong Chen

Leveraging the visual priors of pre-trained text-to-image diffusion models offers a promising solution to enhance zero-shot generalization in dense prediction tasks. However, existing methods often uncritically use the original diffusion formulation, which may not be optimal due to the fundamental differences between dense prediction and image generation. In this paper, we provide a systemic analysis of the diffusion formulation for the dense prediction, focusing on both quality and efficiency. And we find that the original parameterization type for image generation, which learns to predict noise, is harmful for dense prediction; the multi-step noising/denoising diffusion process is also unnecessary and challenging to optimize. Based on these insights, we introduce $\textbf{Lotus}$, a diffusion-based visual foundation model with a simple yet effective adaptation protocol for dense prediction. Specifically, Lotus is trained to directly predict annotations instead of noise, thereby avoiding harmful variance. We also reformulate the diffusion process into a single-step procedure, simplifying optimization and significantly boosting inference speed. Additionally, we introduce a novel tuning strategy called detail preserver, which achieves more accurate and fine-grained predictions. Without scaling up the training data or model capacity, Lotus achieves SoTA performance in zero-shot depth and normal estimation across various datasets. It also enhances efficiency, being significantly faster than most existing diffusion-based methods. Lotus' superior quality and efficiency also enable a wide range of practical applications, such as joint estimation, single/multi-view 3D reconstruction, etc.