ICLR 2026 Papers

International Conference on Learning Representations

Decision breakdown

5,358papers

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

  • Oral
    2244.2%
  • Poster
    5,13495.8%

Browse all papers

TIGaussian: Disentangle Gaussians for Spatial-Awared Text-Image-3D Alignment

Jiarun Liu, Qifeng Chen, Yiru Zhao, Minghua Liu, Baorui Ma, Sheng Yang

Expand abstract

While visual-language models have profoundly linked features between texts and images, the incorporation of 3D modality data, such as point clouds and 3D Gaussians, further enables pretraining for 3D-related tasks, e.g., cross-modal retrieval, zero-shot classification, and scene recognition. As challenges remain in extracting 3D modal features and bridging the gap between different modalities, we propose TIGaussian, a framework that harnesses 3D Gaussian Splatting (3DGS) characteristics to strengthen cross-modality alignment through multi-branch 3DGS tokenizer and modality-specific 3D feature alignment strategies. Specifically, our multi-branch 3DGS tokenizer decouples the intrinsic properties of 3DGS structures into compact latent representations, enabling more generalizable feature extraction. To further bridge the modality gap, we develop a bidirectional cross-modal alignment strategies: a multi-view feature fusion mechanism that leverages diffusion priors to resolve perspective ambiguity in image-3D alignment, while a text-3D projection module adaptively maps 3D features to text embedding space for better text-3D alignment. Extensive experiments on various datasets demonstrate the state-of-the-art performance of TIGaussian in multiple tasks. Code repository: https://github.com/RUiN-jiarun/TIGaussian.

Poster
LumiTex: Towards High-Fidelity PBR Texture Generation with Illumination Context

Jingzhi Bao, HONGZE CHEN, Lingting Zhu, Chenyu Liu, Runze Zhang, keyang luo, Zeyu HU, Weikai Chen, Yingda Yin, Xin Wang, Zehong Lin, Jun Zhang, Xiaoguang Han

Expand abstract

Physically-based rendering (PBR) provides a principled standard for realistic material–lighting interactions in computer graphics. Despite recent advances in generating PBR textures, existing methods fail to address two fundamental challenges: 1) materials decomposition from image prompts under limited illumination cues, and 2) seamless and view-consistent texture completion. To this end, we propose LumiTex, an end-to-end framework that comprises three key components: (1) a multi-branch generation scheme that disentangles albedo and metallic–roughness under shared illumination priors for robust material understanding, (2) a lighting-aware material attention mechanism that injects illumination context into the decoding process for physically grounded generation of albedo, metallic, and roughness maps, and (3) a geometry-guided inpainting module based on a large view synthesis model that enriches texture coverage and ensures seamless, view-consistent UV completion. Extensive experiments demonstrate that LumiTex achieves state-of-the-art performance in texture quality, surpassing both existing open-source and commercial methods. Project page: [Anonymous Link](https://lumitex-pbr.github.io/).

Poster
ReLi3D: Relightable Multi-view 3D Reconstruction with Disentangled Illumination

Jan-Niklas Dihlmann, Mark Boss, Simon Donné, Andreas Engelhardt, Hendrik Lensch, Varun Jampani

Expand abstract

Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitations and computational overhead. We present MIDR-3D, the first unified end-to-end pipeline that simultaneously reconstructs complete 3D geometry, spatially-varying physically-based materials, and environment illumination from sparse multi-view images in under one second. Our key insight is that multi-view constraints can dramatically improve material and illumination disentanglement, a problem that remains fundamentally ill-posed for single image methods. Key to our approach is the fusion of the multi-view input via a transformer cross-conditioning architecture, followed by a novel unified two path prediction strategy. The first path predicts the object’s structure and appearance, while the second path predicts the environment illumination from image background or object reflections. This combined with a differentiable Monte Carlo multiple importance sampling renderer, creates an optimal illumination disentanglement training pipeline. Further with our mixed-domain training protocol, combining synthetic PBR datasets with real-world RGB captures, we establish generalizable results across geometry, material accuracy, and illumination quality. By unifying previously separate reconstruction tasks into a single feed-forward pass, we enable near-instantaneous generation of complete, relightable 3D assets.

Poster
Quartet of Diffusions: Structure-Aware Point Cloud Generation through Part and Symmetry Guidance

Chenliang Zhou, Fangcheng Zhong, Weihao Xia, Albert Miao, Canberk Baykal, Cengiz Oztireli

Expand abstract

We introduce the *Quartet of Diffusions*, a structure-aware point cloud generation framework that explicitly models part composition and symmetry. Unlike prior methods that treat shape generation as a holistic process or only support part composition, our approach leverages four coordinated diffusion models to learn distributions of global shape latents, symmetries, semantic parts, and their spatial assembly. This structured pipeline ensures guaranteed symmetry, coherent part placement, and diverse, high-quality outputs. By disentangling the generative process into interpretable components, our method supports fine-grained control over shape attributes, enabling targeted manipulation of individual parts while preserving global consistency. A central global latent further reinforces structural coherence across assembled parts. Our experiments show that the Quartet achieves state-of-the-art performance. To our best knowledge, this is the first 3D point cloud generation framework that fully integrates and enforces both symmetry and part priors throughout the generative process.

Poster
RoRE: Rotary Ray Embedding for Generalised Multi-Modal Scene Understanding

Ryan Griffiths, Donald G. Dansereau

Expand abstract

Transformers have emerged as powerful implicit rendering models, capable of performing geometric reasoning and producing photorealistic novel views in a single feedforward pass. A central challenge in these architectures is how to inject camera parameters into the transformer in a way that generalises across diverse sensing conditions. In this work, we present Rotary Ray Embedding (RoRE), an approach that embeds image patches directly as rays, using a learning based rotary positional embedding (RoPE). This ray-based formulation provides a unified and general representation, improving robustness to unconventional camera geometries and sensing modalities. We evaluate our approach on conventional perspective imagery, fisheye cameras, and multi-modal RGB-thermal setups, showing that a single network can flexibly integrate arbitrary numbers of cameras and modalities into a coherent scene representation. Experiments demonstrate improved generalisation and cross-modal consistency compared to existing methods, highlighting the potential for relative ray-based embeddings to build adaptable, plug-and-play vision systems.

Poster
Neural Compression of 3D Meshes using Sparse Implicit Representation

Jianqiang Wang, Siyu Ren, Junhui Hou

Expand abstract

The growing demand for high-quality 3D mesh models has fueled the need for efficient 3D mesh compression techniques. However, existing methods often exhibit suboptimal compression performance due to the inefficient representation of mesh data. To address this issue, we propose a novel neural mesh compression method based on Sparse Implicit Representation (SIR). Specifically, SIR records signed distance field (SDF) values only on regular grids near the surface, enabling high-resolution structured representation of arbitrary geometric data with a significantly lower memory cost, while still supporting precise surface recovery. Building on this representation, we construct a lightweight Sparse Neural Compression (SNC) network to extract compact embedded features from the SIR and encode them into a bitstream. Extensive experiments and ablation studies demonstrate that our method outperforms state-of-the-art mesh and point cloud compression approaches in both compression performance and computational efficiency across a variety of mesh models. The source code is available at https://github.com/yydlmzyz1/SIR-SNC.

Poster
Splat and Distill: Augmenting Teachers with Feed-Forward 3D Reconstruction For 3D-Aware Distillation

David Shavin, Sagie Benaim

Expand abstract

Vision Foundation Models (VFMs) have achieved remarkable success when applied to various downstream 2D tasks. Despite their effectiveness, they often exhibit a critical lack of 3D awareness. To this end, we introduce Splat and Distill, a framework that instills robust 3D awareness into 2D VFMs by augmenting the teacher model with a fast, feed-forward 3D reconstruction pipeline. Given 2D features produced by a teacher model, our method first lifts these features into an explicit 3D Gaussian representation, in a feedforward manner. These 3D features are then "splatted" onto novel viewpoints, producing a set of novel 2D feature maps used to supervise the student model, "distilling" geometrically grounded knowledge. By replacing slow per-scene optimization of prior work with our feed-forward lifting approach, our framework avoids feature-averaging artifacts, creating a dynamic learning process where the teacher’s consistency improves alongside that of the student. We conduct a comprehensive evaluation on a suite of downstream tasks, including monocular depth estimation, surface normal estimation, multi-view correspondence, and semantic segmentation. Our method significantly outperforms prior works, not only achieving substantial gains in 3D awareness but also enhancing the underlying semantic richness of 2D features. Our project page and code are available [here](https://davidshavin4.github.io/Splat-and-Distill/)

Poster
CogniMap3D: Cognitive 3D Mapping and Rapid Retrieval

Feiran Wang, Junyi Wu, Dawen Cai, Yuan Hong, Yan Yan

Expand abstract

We present CogniMap3D, a bioinspired framework for dynamic 3D scene understanding and reconstruction that emulates human cognitive processes. Our approach maintains a persistent memory bank of static scenes, enabling efficient spatial knowledge storage and rapid retrieval. CogniMap3D integrates three core capabilities: a multi-stage motion cue framework for identifying dynamic objects, a cognitive mapping system for storing, recalling, and updating static scenes across multiple visits, and a factor graph optimization strategy for refining camera poses. Given an image stream, our model identifies dynamic regions through motion cues with depth and camera pose priors, then matches static elements against its memory bank. When revisiting familiar locations, CogniMap3D retrieves stored scenes, relocates cameras, and updates memory with new observations. Evaluations on video depth estimation, camera pose reconstruction, and 3D mapping tasks demonstrate its state-of-the-art performance, while effectively supporting continuous scene understanding across extended sequences and multiple visits.

Poster
Mono4DGS-HDR: High Dynamic Range 4D Gaussian Splatting from Alternating-exposure Monocular Videos

Jinfeng Liu, Lingtong Kong, Mi Zhou, Jinwei Chen, Dan Xu

Expand abstract

We introduce Mono4DGS-HDR, the first system for reconstructing renderable 4D high dynamic range (HDR) scenes from unposed monocular low dynamic range (LDR) videos captured with alternating exposures. To tackle such a challenging problem, we present a unified framework with two-stage optimization approach based on Gaussian Splatting. The first stage learns a video HDR Gaussian representation in orthographic camera coordinate space, eliminating the need for camera poses and enabling robust initial HDR video reconstruction. The second stage transforms video Gaussians into world space and jointly refines the world Gaussians with camera poses. Furthermore, we propose a temporal luminance regularization strategy to enhance the temporal consistency of the HDR appearance. Since our task has not been studied before, we construct a new evaluation benchmark using publicly available datasets for HDR video reconstruction. Extensive experiments demostrate that Mono4DGS-HDR significantly outperforms alternative solutions adapted from state-of-the-art methods in both rendering quality and speed. The project page for this paper is available at https://liujf1226.github.io/Mono4DGS-HDR.

Poster
Uncertainty-Aware 3D Reconstruction for Dynamic Underwater Scenes

Rui Liu, Zhibo Duan, Jianzhe Gao, Yi Yang, Wenguan Wang

Expand abstract

Underwater 3D reconstruction remains challenging due to the intricate interplay between light scattering and environment dynamics. While existing methods yield plausible reconstruction with rigid scene assumptions, they struggle to capture temporal dynamics and remain sensitive to observation noise. In this work, we propose an Uncertainty-aware Dynamic Field (UDF) that jointly represents underwater structure and view-dependent medium over time. A canonical underwater representation is initialized using a set of 3D Gaussians embedded in a volumetric medium field. Then we map this representation into a 4D neural voxel space and encode spatial-temporal features by querying the voxels. Based on these features, a deformation network and a medium offset network are proposed to model transformations of Gaussians and time-conditioned updates to medium properties, respectively. To address input-dependent noise, we model per-pixel uncertainty guided by surface-view radiance ambiguity and inter-frame scene flow inconsistency. This uncertainty is incorporated into the rendering loss to suppress the noise from low-confidence observations during training. Experiments on both controlled and in-the-wild underwater datasets demonstrate our method achieves both high-quality reconstruction and novel view synthesis. Our code will be released.

Poster
UFO-4D: Unposed Feedforward 4D reconstruction from Two Images

Junhwa Hur, Charles Herrmann, Songyou Peng, Philipp Henzler, Zeyu Ma, Todd Zickler, Deqing Sun

Expand abstract

Dense 4D reconstruction from unposed images remains a critical challenge, with current methods relying on slow test-time optimization or fragmented, task-specific feedforward models. We introduce UFO-4D, a unified feedforward framework to reconstruct a dense, explicit 4D representation from just a pair of unposed images. UFO-4D directly estimates dynamic 3D Gaussian Splats, enabling the joint and consistent estimation of 3D geometry, 3D motion, and camera pose in a feedforward manner. Our core insight is that differentiably rendering different signals from a single, holistic representation enables significant advantages at training time, in the form of a self-supervisory image synthesis loss as well as tightly coupling motion and depth losses. This approach mitigates data scarcity, allowing UFO-4D to achieve joint estimation of geometry, motion, and camera pose while outperforming prior work by up to a factor of three. The 4D representation also enables high-fidelity 4D spatio-temporal interpolation.

Poster
D$^2$GS: Depth-and-Density Guided Gaussian Splatting for Stable and Accurate Sparse-View Reconstruction

Meixi Song, Xin Lin, Dizhe Zhang, Haodong LI, Xiangtai Li, Bo Du, Lu Qi

Expand abstract

Recent advances in 3D Gaussian Splatting (3DGS) enable real-time, high-fidelity novel view synthesis (NVS) with explicit 3D representations. However, performance degradation and instability remain significant under sparse-view conditions. In this work, we identify two key failure modes under sparse-view conditions: overfitting in regions with excessive Gaussian density near the camera, and underfitting in distant areas with insufficient Gaussian coverage. To address these challenges, we propose a unified framework \modelname{}, comprising two key components: a Depth-and-Density Guided Dropout strategy that suppresses overfitting by adaptively masking redundant Gaussians based on density and depth, and a Distance-Aware Fidelity Enhancement module that improves reconstruction quality in under-fitted far-field areas through targeted supervision. Moreover, we introduce a new evaluation metric to quantify the stability of learned Gaussian distributions, providing insights into the robustness of the sparse-view 3DGS. Extensive experiments on multiple datasets demonstrate that our method significantly improves both visual quality and robustness under sparse view conditions. The source code and trained models will be made publicly available.

Poster
SSD-GS: Scattering and Shadow Decomposition for Relightable 3D Gaussian Splatting

Iris Zheng, Guojun Tang, Alexander Doronin, Paul D. Teal, Fang-Lue Zhang

Expand abstract

We present SSD-GS, a physically-based relighting framework built upon 3D Gaussian Splatting (3DGS) that achieves high-quality reconstruction and photorealistic relighting under novel lighting conditions. In physically-based relighting, accurately modeling light-material interactions is essential for faithful appearance reproduction. However, existing 3DGS-based relighting methods adopt coarse shading decompositions, either modeling only diffuse and specular reflections or relying on neural networks to approximate shadows and scattering. This leads to limited fidelity and poor physical interpretability, particularly for anisotropic metals and translucent materials. To address these limitations, SSD-GS decomposes reflectance into four components: diffuse, specular, shadow, and subsurface scattering. We introduce a learnable dipole-based scattering module for subsurface transport, an occlusion-aware shadow formulation that integrates visibility estimates with a refinement network, and an enhanced specular component with an anisotropic Fresnel-based model. Through progressive integration of all components during training, SSD-GS effectively disentangles lighting and material properties, even for unseen illumination conditions, as demonstrated on the challenging OLAT dataset. Experiments demonstrate superior quantitative and perceptual relighting quality compared to prior methods and pave the way for downstream tasks including controllable light source editing and interactive scene relighting.

Poster
ULTRA-360: Unconstrained Dataset for Large-scale Temporal 3D Reconstruction across Altitudes and Omnidirectional Views

Xijun Liu, Zhaoliang Zhang, Yuxiang Guo, Yifan Zhou, Rama Chellappa, Cheng Peng

Expand abstract

Significant progress has been made in photo-realistic scene reconstruction over recent years. Various disparate efforts have enabled capabilities such as multi-appearance or large-scale reconstruction from images acquired by consumer-grade cameras. How far away are we from digitally replicating the real world in 4D? So far, there appears to be a lack of well-designed dataset that can evaluate the holistic progress on large-scale scene reconstruction. We introduce a collection of imagery on a campus, acquired at different seasons, times of day, from multiple elevations, views, and at scale. To estimate many camera poses over such a large area and across elevations, we apply a semi-automated calibration pipeline to eliminate visual ambiguities and avoid excessive matching, then visually verify all calibration results to ensure accuracy. Finally, we benchmark various algorithms for automatic calibration and dense reconstruction on our dataset, named ULTRA-360, and demonstrate numerous potential areas to improve upon, e.g., balancing sensitivity and specificity in feature matching, densification and floaters in dense reconstruction, multi-appearance overfitting, etc. We believe ULTRA-360 can serve as the benchmark that reflect realistic challenges in an end-to-end scene-reconstruction pipeline.

Poster
Spiking Discrepancy Transformer for Point Cloud Analysis

Yijie Lu, Zhiyi Pan, Renrui Zhang, Yanhao Jia, Ronggang Wang, Zhaokun Zhou

Expand abstract

Spiking Transformer has sparked growing interest, with the Spiking Self-Attention merging spikes with self-attention to deliver both energy efficiency and competitive performance. However, existing work primarily focuses on 2D visual tasks, and in the domain of 3D point clouds, the disorder and complexity of spatial information, along with the scale of the point clouds, present significant challenges. For point clouds, we introduce spiking discrepancy, measuring differences in spike features to highlight key information, and then construct the Spiking Discrepancy Attention Mechanism (SDAM). SDAM contains two variants: the Spiking Element Discrepancy Attention captures local geometric correlations between central points and neighboring points, while the Spiking Intensity Discrepancy Attention characterizes structural patterns of point clouds based on macroscopic spike statistics. Moreover, we propose a Spatially-Aware Spiking Neuron. Based on these, we construct a hierarchical Spiking Discrepancy Transformer. Experimental results demonstrate that our method achieves state-of-the-art performance within the Spiking Neural Networks and exhibits impressive performance compared to Artificial Neural Networks along with a few parameters and significantly lower theoretical energy consumption.

Poster
Gradient-Direction-Aware Density Control for 3D Gaussian Splatting

Zheng Zhou, Yu-Jie Xiong, Jia-Chen Zhang, Chun-Ming Xia, Xihe Qiu, Hongjian Zhan

Expand abstract

The emergence of 3D Gaussian Splatting (3DGS) has significantly advanced Novel View Synthesis (NVS) through explicit scene representation, enabling real-time photorealistic rendering. However, existing approaches manifest two critical limitations in complex scenarios: (1) Over-reconstruction occurs when persistent large Gaussians cannot meet adaptive splitting thresholds during density control. This is exacerbated by conflicting gradient directions that prevent effective splitting of these Gaussians; (2) Over-densification of Gaussians occurs in regions with aligned gradient aggregation, leading to redundant component proliferation. This redundancy significantly increases memory overhead due to unnecessary data retention. We present Gradient-Direction-Aware Gaussian Splatting (GDAGS) to address these challenges. Our key innovations: the Gradient Coherence Ratio (GCR), computed through normalized gradient vector norms, which explicitly discriminates Gaussians with concordant versus conflicting gradient directions; and a nonlinear dynamic weighting mechanism leverages the GCR to enable gradient-direction-aware density control. Specifically, GDAGS prioritizes conflicting-gradient Gaussians during splitting operations to enhance geometric details while suppressing redundant concordant-direction Gaussians. Conversely, in cloning processes, GDAGS promotes concordant-direction Gaussian densification for structural completion while preventing conflicting-direction Gaussian overpopulation. Comprehensive evaluations across diverse real-world benchmarks demonstrate that GDAGS achieves superior rendering quality while effectively mitigating over-reconstruction, suppressing over-densification, and constructing compact scene representations.

Poster
Reliable Evaluation of MRI Motion Correction: Dataset and Insights

Kun Wang, Tobit Klug, Stefan Ruschke, Jan Kirschke, Reinhard Heckel

Expand abstract

Correcting motion artifacts in scientific and medical imaging is important, as they significantly impact image quality. However, evaluating deep learning-based and classical motion correction methods remains fundamentally difficult due to the lack of accessible ground-truth target data. To address this challenge, we study three evaluation approaches: real-world evaluation based on reference scans, simulated motion, and reference-free evaluation, each with its merits and shortcomings. To enable evaluation with real-world motion artifacts, we release PMoC3D, a dataset consisting of unprocessed $\textbf{P}$aired $\textbf{Mo}$tion-$\textbf{C}$orrupted $\textbf{3D}$ brain MRI data. To advance evaluation quality, we introduce MoMRISim, a feature-space metric trained for evaluating motion reconstructions. We assess each evaluation approach and find real-world evaluation together with MoMRISim, while not perfect, to be most reliable. Evaluation based on simulated motion systematically exaggerates algorithm performance, and reference-free evaluation overrates oversmoothed deep learning outputs.

Poster
Streaming Visual Geometry Transformer

Dong Zhuo, Wenzhao Zheng, Jiahe Guo, Yuqi Wu, Jie Zhou, Jiwen Lu

Expand abstract

Perceiving and reconstructing 3D geometry from videos is a fundamental yet challenging computer vision task. To facilitate interactive and low-latency applications, we propose a streaming visual geometry transformer that shares a similar philosophy with autoregressive large language models. We explore a simple and efficient design and employ a causal transformer architecture to process the input sequence in an online manner. We use temporal causal attention and cache the historical keys and values as implicit memory to enable efficient streaming long-term 3D reconstruction. This design can handle low-latency 3D reconstruction by incrementally integrating historical information while maintaining high-quality spatial consistency. For efficient training, we propose to distill knowledge from the dense bidirectional visual geometry grounded transformer (VGGT) to our causal model. For inference, our model supports the migration of optimized efficient attention operators (e.g., FlashAttention) from large language models. Extensive experiments on various 3D geometry perception benchmarks demonstrate that our model enhances inference speed in online scenarios while maintaining competitive performance, thereby facilitating scalable and interactive 3D vision systems.

Poster
Universal Beta Splatting

Rong Liu, Zhongpai Gao, Benjamin Planche, Meida Chen, Van Nguyen Nguyen, Meng Zheng, Anwesa Choudhuri, Terrence Chen, Yue Wang, Andrew Feng, Ziyan Wu

Expand abstract

We introduce Universal Beta Splatting (UBS), a unified framework that generalizes 3D Gaussian Splatting to N-dimensional anisotropic Beta kernels for explicit radiance field rendering. Unlike fixed Gaussian primitives, Beta kernels enable controllable dependency modeling across spatial, angular, and temporal dimensions within a single representation. Our unified approach captures complex light transport effects, handles anisotropic view-dependent appearance, and models scene dynamics without requiring auxiliary networks or specific color encodings. UBS maintains backward compatibility by approximating to Gaussian Splatting as a special case, guaranteeing plug-in usability and lower performance bounds. The learned Beta parameters naturally decompose scene properties into interpretable without explicit supervision: spatial (surface vs. texture), angular (diffuse vs. specular), and temporal (static vs. dynamic). Our CUDA-accelerated implementation achieves real-time rendering while consistently outperforming existing methods across static, view-dependent, and dynamic benchmarks, establishing Beta kernels as a scalable universal primitive for radiance field rendering.

Poster
3DGEER: 3D Gaussian Rendering Made Exact and Efficient for Generic Cameras

Zixun Huang, Cho-Ying Wu, Yuliang Guo, Xinyu Huang, Liu Ren

Expand abstract

3D Gaussian Splatting (3DGS) achieves an appealing balance between rendering quality and efficiency, but relies on approximating 3D Gaussians as 2D projections—an assumption that degrades accuracy, especially under generic large field-of-view (FoV) cameras. Despite recent extensions, no prior work has simultaneously achieved both projective exactness and real-time efficiency for general cameras. We introduce 3DGEER, a geometrically exact and efficient Gaussian rendering framework. From first principles, we derive a closed-form expression for integrating Gaussian density along a ray, enabling precise forward rendering and differentiable optimization under arbitrary camera models. To retain efficiency, we propose the Particle Bounding Frustum (PBF), which provides tight ray–Gaussian association without BVH traversal, and the Bipolar Equiangular Projection (BEAP), which unifies FoV representations, accelerates association, and improves reconstruction quality. Experiments on both pinhole and fisheye datasets show that 3DGEER outperforms prior methods across all metrics, runs 5x faster than existing projective exact ray-based baselines, and generalizes to wider FoVs unseen during training—establishing a new state of the art in real-time radiance field rendering.

Poster