NeurIPS 2025 Papers

Conference on Neural Information Processing Systems

Decision breakdown

5,812papers

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

  • Oral
    931.6%
  • Spotlight
    73912.7%
  • Poster
    4,98085.7%

Browse all papers

HEIR: Learning Graph-Based Motion Hierarchies

Cheng Zheng, William Alexander Koch, Baiang Li, Felix Heide

Expand abstract

Hierarchical structures of motion exist across research fields, including computer vision, graphics, and robotics, where complex dynamics typically arise from coordinated interactions among simpler motion components. Existing methods to model such dynamics typically rely on manually-defined or heuristic hierarchies with fixed motion primitives, limiting their generalizability across different tasks. In this work, we propose a general hierarchical motion modeling method that learns structured, interpretable motion relationships directly from data. Our method represents observed motions using graph-based hierarchies, explicitly decomposing global absolute motions into parent-inherited patterns and local motion residuals. We formulate hierarchy inference as a differentiable graph learning problem, where vertices represent elemental motions and directed edges capture learned parent-child dependencies through graph neural networks. We evaluate our hierarchical reconstruction approach on three examples: 1D translational motion, 2D rotational motion, and dynamic 3D scene deformation via Gaussian splatting. Experimental results show that our method reconstructs the intrinsic motion hierarchy in 1D and 2D cases, and produces more realistic and interpretable deformations compared to the baseline on dynamic 3D Gaussian splatting scenes. By providing an adaptable, data-driven hierarchical modeling paradigm, our method offers a formulation applicable to a broad range of motion-centric tasks.

Poster
InstaInpaint: Instant 3D-Scene Inpainting with Masked Large Reconstruction Model

Junqi You, Chieh Hubert Lin, Weijie Lyu, Zhengbo Zhang, Ming-Hsuan Yang

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Recent advances in 3D scene reconstruction enable real-time viewing in virtual and augmented reality. To support interactive operations for better immersiveness, such as moving or editing objects, 3D scene inpainting methods are proposed to repair or complete the altered geometry. To support users in interacting (such as moving or editing objects) with the scene for the next level of immersiveness, 3D scene inpainting methods are developed to repair the altered geometry. However, current approaches rely on lengthy and computationally intensive optimization, making them impractical for real-time or online applications. We propose InstaInpaint, a reference-based feed-forward framework that produces 3D-scene inpainting from a 2D inpainting proposal within 0.4 seconds. We develop a self-supervised masked-finetuning strategy to enable training of our custom large reconstruction model (LRM) on the large-scale dataset. Through extensive experiments, we analyze and identify several key designs that improve generalization, textural consistency, and geometric correctness. InstaInpaint achieves a 1000$\times$ speed-up from prior methods while maintaining a state-of-the-art performance across two standard benchmarks. Moreover, we show that InstaInpaint generalizes well to flexible downstream applications such as object insertion and multi-region inpainting.

Poster
COS3D: Collaborative Open-Vocabulary 3D Segmentation

Runsong Zhu, Ka-Hei Hui, Zhengzhe Liu, Qianyi Wu, Weiliang Tang, Shi Qiu, Pheng-Ann Heng, Chi-Wing Fu

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Open-vocabulary 3D segmentation is a fundamental yet challenging task, requiring a mutual understanding of both segmentation and language. However, existing Gaussian-splatting-based methods rely either on a single 3D language field, leading to inferior segmentation, or on pre-computed class-agnostic segmentations, suffering from error accumulation. To address these limitations, we present COS3D, a new collaborative prompt-segmentation framework that contributes to effectively integrating complementary language and segmentation cues throughout its entire pipeline. We first introduce the new concept of collaborative field, comprising an instance field and a language field, as the cornerstone for collaboration. During training, to effectively construct the collaborative field, our key idea is to capture the intrinsic relationship between the instance field and language field, through a novel instance-to-language feature mapping and designing an efficient two-stage training strategy. During inference, to bridge distinct characteristics of the two fields, we further design an adaptive language-to-instance prompt refinement, promoting high-quality prompt-segmentation inference. Extensive experiments not only demonstrate COS3D's leading performance over existing methods on two widely-used benchmarks but also show its high potential to various applications,~\ie, novel image-based 3D segmentation, hierarchical segmentation, and robotics.

Poster
EA3D: Online Open-World 3D Object Extraction from Streaming Videos

Xiaoyu Zhou, Jingqi Wang, Yuang Jia, Yongtao Wang, Deqing Sun, Ming-Hsuan Yang

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Current 3D scene understanding methods are limited by offline-collected multi-view data or pre-constructed 3D geometry. In this paper, we present ExtractAnything3D (EA3D), a unified online framework for open-world 3D object extraction that enables simultaneous geometric reconstruction and holistic scene understanding. Given a streaming video, EA3D dynamically interprets each frame using vision-language and 2D vision foundation encoders to extract object-level knowledge. This knowledge is integrated and embedded into a Gaussian feature map via a feed-forward online update strategy. We then iteratively estimate visual odometry from historical frames and incrementally update online Gaussian features with new observations. A recurrent joint optimization module directs the model's attention to regions of interest, simultaneously enhancing both geometric reconstruction and semantic understanding. Extensive experiments across diverse benchmarks and tasks, including photo-realistic rendering, semantic and instance segmentation, 3D bounding box and semantic occupancy estimation, and 3D mesh generation, demonstrate the effectiveness of EA3D. Our method establishes a unified and efficient framework for joint online 3D reconstruction and holistic scene understanding, enabling a broad range of downstream tasks. The project webpage is available at \url{https://github.com/VDIGPKU/EA3D}.

Poster
On Geometry-Enhanced Parameter-Efficient Fine-Tuning for 3D Scene Segmentation

Liyao Tang, Zhe Chen, Dacheng Tao

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The emergence of large-scale pre-trained point cloud models has significantly advanced 3D scene understanding, but adapting these models to specific downstream tasks typically demands full fine-tuning, incurring high computational and storage costs. Parameter-efficient fine-tuning (PEFT) techniques, successful in natural language processing and 2D vision tasks, would underperform when naively applied to 3D point cloud models due to significant geometric and spatial distribution shifts. Existing PEFT methods commonly treat points as orderless tokens, neglecting important local spatial structures and global geometric contexts in 3D modeling. To bridge this gap, we introduce the Geometric Encoding Mixer (GEM), a novel geometry-aware PEFT module specifically designed for 3D point cloud transformers. GEM explicitly integrates fine-grained local positional encodings with a lightweight latent attention mechanism to capture comprehensive global context, thereby effectively addressing the spatial and geometric distribution mismatch. Extensive experiments demonstrate that GEM achieves performance comparable to or sometimes even exceeding full fine-tuning, while only updating 1.6% of the model's parameters, fewer than other PEFT methods. With significantly reduced training time and memory requirements, our approach thus sets a new benchmark for efficient, scalable, and geometry-aware fine-tuning of large-scale 3D point cloud models. Code is available at https://github.com/LiyaoTang/GEM.

Poster
Can NeRFs "See" without Cameras?

Chaitanya Amballa, Yu-Lin Wei, Sattwik Basu, Zhijian Yang, Mehmet Ergezer, Romit Roy Choudhury

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Neural Radiance Fields (NeRFs) have been remarkably successful at synthesizing novel views of 3D scenes by optimizing a volumetric scene function. This scene function models how optical rays bring color information from a 3D object to the camera pixels. Radio frequency (RF) or audio signals can also be viewed as a vehicle for delivering information about the environment to a sensor. However, unlike camera pixels, an RF/audio sensor receives a mixture of signals that contain many environmental reflections (also called “multipath”). Is it still possible to infer the environment using such multipath signals? We show that with redesign, NeRFs can be taught to learn from multipath signals, and thereby “see” the environment. As a grounding application, we aim to infer the indoor floorplan of a home from sparse WiFi measurements made at multiple locations inside the home. Although a difficult inverse problem, our implicitly learnt floorplans look promising, and enables forward applications, such as indoor signal prediction and basic ray tracing.

Poster
H3D-DGS: Exploring Heterogeneous 3D Motion Representation for Deformable 3D Gaussian Splatting

Bing He, Yunuo Chen, Guo Lu, Qi Wang, Qunshan Gu, Rong Xie, Li Song, Wenjun Zhang

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Dynamic scene reconstruction poses a persistent challenge in 3D vision. Deformable 3D Gaussian Splatting has emerged as an effective method for this task, offering real-time rendering and high visual fidelity. This approach decomposes a dynamic scene into a static representation in a canonical space and time-varying scene motion. Scene motion is defined as the collective movement of all Gaussian points, and for compactness, existing approaches commonly adopt implicit neural fields or sparse control points. However, these methods predominantly rely on gradient-based optimization for all motion information. Due to the high degree of freedom, they struggle to converge on real-world datasets exhibiting complex motion. To preserve the compactness of motion representation and address convergence challenges, this paper proposes heterogeneous 3D control points, termed \textbf{H3D control points}, whose attributes are obtained using a hybrid strategy combining optical flow back-projection and gradient-based methods. This design decouples directly observable motion components from those that are geometrically occluded. Specifically, components of 3D motion that project onto the image plane are directly acquired via optical flow back projection, while unobservable portions are refined through gradient-based optimization. Experiments on the Neu3DV and CMU-Panoptic datasets demonstrate that our method achieves superior performance over state-of-the-art deformable 3D Gaussian splatting techniques. Remarkably, our method converges within just 100 iterations and achieves a per-frame processing speed of 2 seconds on a single NVIDIA RTX 4070 GPU.

Poster
OmniZoom: A Universal Plug-and-Play Paradigm for Cross-Device Smooth Zoom Interpolation

Xiaoan Zhu, Yue Zhao, Tianyang Hu, Jiaming Guo, Yulan Zeng, Renjing Pei, Fenglong Song, Huajun Feng

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Dual-camera smartphones suffer from geometric and photometric inconsistencies during zoom transitions, primarily due to disparities in intrinsic/extrinsic parameters and divergent image processing pipelines between the two cameras. Existing interpolation methods struggle to effectively address this issue, constrained by the lack of ground-truth datasets and motion ambiguity in dynamic scenarios. To overcome these challenges, we propose OmniZoom, a universal plug-and-play paradigm for cross-device smooth zoom interpolation. Specifically, we present a novel cross-device virtual data generation method utilizing 3D Gaussian Splatting. This method tackles data scarcity by decoupling geometric features via spatial transition modeling and correcting photometric variations with dynamic color adaptation. It is further enhanced by cross-domain consistency learning for device-agnostic semantic alignment. Additionally, we introduce a plug-and-play 3D-TPR (3D Trajectory Progress Ratio Mapping) framework that surmounts 2D spatial limitations. As components of our framework, a texture-focus strategy is introduced for high-frequency detail preservation, incorporating mask penalty constraints to suppress interpolation artifacts. Our pipeline exhibits broad compatibility with diverse interpolation methods and achieves good performance across multiple public benchmarks. Real-world evaluations on various smartphone platforms also reveal significant quality improvements after fine-tuning on our synthetic data, which underscores the robustness and practical effectiveness of our approach for cross-device zoom applications.

Poster
REArtGS: Reconstructing and Generating Articulated Objects via 3D Gaussian Splatting with Geometric and Motion Constraints

Di Wu, Liu Liu, Zhou Linli, Anran Huang, Liangtu Song, Qiaojun Yu, Qi Wu, Cewu Lu

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Articulated objects, as prevalent entities in human life, their 3D representations play crucial roles across various applications. However, achieving both high-fidelity textured surface reconstruction and dynamic generation for articulated objects remains challenging for existing methods. In this paper, we present REArtGS, a novel framework that introduces additional geometric and motion constraints to 3D Gaussian primitives, enabling realistic surface reconstruction and generation for articulated objects. Specifically, given multi-view RGB images of arbitrary two states of articulated objects, we first introduce an unbiased Signed Distance Field (SDF) guidance to regularize Gaussian opacity fields, enhancing geometry constraints and improving surface reconstruction quality. Then we establish deformable fields for 3D Gaussians constrained by the kinematic structures of articulated objects, achieving unsupervised generation of surface meshes in unseen states. Extensive experiments on both synthetic and real datasets demonstrate our approach achieves high-quality textured surface reconstruction for given states, and enables high-fidelity surface generation for unseen states. Project site: https://sites.google.com/view/reartgs/home.

Poster
Modeling Microenvironment Trajectories on Spatial Transcriptomics with NicheFlow

Kristiyan Sakalyan, Alessandro Palma, Filippo Guerranti, Fabian J Theis, Stephan Günnemann

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Understanding the evolution of cellular microenvironments in spatiotemporal data is essential for deciphering tissue development and disease progression. While experimental techniques like spatial transcriptomics now enable high-resolution mapping of tissue organization across space and time, current methods that model cellular evolution operate at the single-cell level, overlooking the coordinated development of cellular states in a tissue. We introduce NicheFlow, a flow-based generative model that infers the temporal trajectory of cellular microenvironments across sequential spatial slides. By representing local cell neighborhoods as point clouds, NicheFlow jointly models the evolution of cell states and spatial coordinates using optimal transport and Variational Flow Matching. Our approach successfully recovers both global spatial architecture and local microenvironment composition across diverse spatiotemporal datasets, from embryonic to brain development.

Poster
Puzzles: Unbounded Video-Depth Augmentation for Scalable End-to-End 3D Reconstruction

Jiahao MA, Lei Wang, miaomiao Liu, David Ahmedt-Aristizabal, Chuong Nguyen

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Multi-view 3D reconstruction remains a core challenge in computer vision. Recent methods, such as DUSt3R and its successors, directly regress pointmaps from image pairs without relying on known scene geometry or camera parameters. However, the performance of these models is constrained by the diversity and scale of available training data. In this work, we introduce Puzzles, a data augmentation strategy that synthesizes an unbounded volume of high-quality, posed video-depth data from just a single image or video clip. By simulating diverse camera trajectories and realistic scene geometry through targeted image transformations, Puzzles significantly enhances data variety. Extensive experiments show that integrating Puzzles into existing video‑based 3D reconstruction pipelines consistently boosts performance, all without modifying the underlying network architecture. Notably, models trained on only 10% of the original data, augmented with Puzzles, achieve accuracy comparable to those trained on the full dataset.

Poster
HouseLayout3D: A Benchmark and Training-free Baseline for 3D Layout Estimation in the Wild

Valentin Bieri, Marie-Julie Rakotosaona, Keisuke Tateno, Francis Engelmann, Leonidas Guibas

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Current 3D layout estimation models are predominantly trained on synthetic datasets biased toward simplistic, single-floor scenes. This prevents them from generalizing to complex, multi-floor buildings, often forcing a per-floor processing approach that sacrifices global context. Few works have attempted to holistically address multi-floor layouts. In this work, we introduce HouseLayout3D, a real-world benchmark dataset, which highlights the limitations of existing research when handling expansive, architecturally complex spaces. Additionally, we propose MultiFloor3D, a baseline method leveraging recent advances in 3D reconstruction and 2D segmentation. Our approach significantly outperforms state-of-the-art methods on both our new and existing datasets. Remarkably, it does not require any layout-specific training.

Poster
TreeSplat: Mergeable Tree for Deformable Gaussian Splatting

Qiuhong Shen, Xingyi Yang, Xinchao Wang

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Dynamic 3D scene reconstruction from multi-view videos demands representation to model complex deformations at scale. Current Gaussian Splatting based methods often either suffer from significant computation cost due to dense MLP-based modeling or explicit modeling deformation of each Gaussian independently. However, the dynamics of objects within a scene are typically hierarchical and exhibit structural correlations. To leverage these structural priors into the representation, we introduce **TreeSplat**, a **Tree** data structure for deformable Gaussian **Splat**ting. In TreeSplat, as the name suggests, motions of Gaussian are represented hierarchically within a tree. Each node learns coefficients for time-varying basis functions, defining a part of the motion. The full motion for any given Gaussian is then determined by accumulating these transformations along the tree path from its leaf node to the root node. This tree isn't predefined; instead, it is constructed adaptively alongside Gaussian densification, where cloning or splitting a Gaussian correspondingly creates new leaf nodes. One central property of TreeSplat is its mergeability; after optimization during training, the hierarchical motion parameters for each Gaussian can be efficiently consolidated. By performing this merging step before test time, we eliminate the need to traverse the tree explicitly for each Gaussian during rendering. This results in dramatically faster rendering over 200 FPS and compact storage, while maintaining state-of-the-art rendering quality. Experiments on diverse synthetic and real-world datasets validate these advantages.

Poster
PointMAC: Meta-Learned Adaptation for Robust Test-Time Point Cloud Completion

Linlian Jiang, Rui Ma, Li Gu, Ziqiang Wang, Xinxin Zuo, Yang Wang

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Point cloud completion is essential for robust 3D perception in safety-critical applications such as robotics and augmented reality. However, existing models perform static inference and rely heavily on inductive biases learned during training, limiting their ability to adapt to novel structural patterns and sensor-induced distortions at test time. To address this limitation, we propose PointMAC, a meta-learned framework for robust test-time adaptation in point cloud completion. It enables sample-specific refinement without requiring additional supervision. Our method optimizes the completion model under two self-supervised auxiliary objectives that simulate structural and sensor-level incompleteness. A meta-auxiliary learning strategy based on Model-Agnostic Meta-Learning (MAML) ensures that adaptation driven by auxiliary objectives is consistently aligned with the primary completion task. During inference, we adapt the shared encoder on-the-fly by optimizing auxiliary losses, with the decoder kept fixed. To further stabilize adaptation, we introduce Adaptive $\lambda$-Calibration, a meta-learned mechanism for balancing gradients between primary and auxiliary objectives. Extensive experiments on synthetic, simulated, and real-world datasets demonstrate that PointMAC achieves state-of-the-art results by refining each sample individually to produce high-quality completions. To the best of our knowledge, this is the first work to apply meta-auxiliary test-time adaptation to point cloud completion.

Poster
MIND: Material Interface Generation from UDFs for Non-Manifold Surface Reconstruction

Xuhui Chen, Fei Hou, Wencheng Wang, Hong Qin, Ying He

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Unsigned distance fields (UDFs) are widely used in 3D deep learning due to their ability to represent shapes with arbitrary topology. While prior work has largely focused on learning UDFs from point clouds or multi-view images, extracting meshes from UDFs remains challenging, as the learned fields rarely attain exact zero distances. A common workaround is to reconstruct signed distance fields (SDFs) locally from UDFs to enable surface extraction via Marching Cubes. However, this often introduces topological artifacts such as holes or spurious components. Moreover, local SDFs are inherently incapable of representing non-manifold geometry, leading to complete failure in such cases. To address this gap, we propose MIND ($\underline{M}aterial$ $\underline{I}nterface$ $from$ $\underline{N}on$-$manifold$ $\underline{D}istance$ $fields$), a novel algorithm for generating material interfaces directly from UDFs, enabling non-manifold mesh extraction from a global perspective. The core of our method lies in deriving a meaningful spatial partitioning from the UDF, where the target surface emerges as the interface between distinct regions. We begin by computing a two-signed local field to distinguish the two sides of manifold patches, and then extend this to a multi-labeled global field capable of separating all sides of a non-manifold structure. By combining this multi-labeled field with the input UDF, we construct material interfaces that support non-manifold mesh extraction via a multi-labeled Marching Cubes algorithm. Extensive experiments on UDFs generated from diverse data sources, including point cloud reconstruction, multi-view reconstruction, and medial axis transforms, demonstrate that our approach robustly handles complex non-manifold surfaces and significantly outperforms existing methods. The source code is available at https://github.com/jjjkkyz/MIND.

Poster
Complete Structure Guided Point Cloud Completion via Cluster- and Instance-Level Contrastive Learning

Yang Chen, Yirun Zhou, WEIZHONG ZHANG, Cheng Jin

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Point cloud completion, aiming to reconstruct missing part from incomplete point clouds, is a pivotal task in 3D computer vision. Traditional supervised approaches often necessitate complete point clouds for training supervision, which are not readily accessible in real-world applications. Recent studies have attempted to mitigate this dependency by employing self-supervise mechanisms. However, these approaches frequently yield suboptimal results due to the absence of complete structure in the point cloud data during training. To address these issues, in this paper, we propose an effective framework to complete the point cloud under the guidance of self learned complete structure. A key contribution of our work is the development of a novel self-supervised complete structure reconstruction module, which can learn the complete structure explicitly from incomplete point clouds and thus eliminate the reliance on training data from complete point clouds. Additionally, we introduce a contrastive learning approach at both the cluster- and instance-level to extract shape features guided by the complete structure and to capture style features, respectively. This dual-level learning design ensures that the generated point clouds are both shape-completed and detail-preserving. Extensive experiments on both synthetic and real-world datasets demonstrate that our approach significantly outperforms state-of-the-art self-supervised methods.

Spotlight
Anti-Aliased 2D Gaussian Splatting

Mae Younes, Adnane Boukhayma

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2D Gaussian Splatting (2DGS) has recently emerged as a promising method for novel view synthesis and surface reconstruction, offering better view-consistency and geometric accuracy than volumetric 3DGS. However, 2DGS suffers from severe aliasing artifacts when rendering at different sampling rates than those used during training, limiting its practical applications in scenarios requiring camera zoom or varying fields of view. We identify that these artifacts stem from two key limitations: the lack of frequency constraints in the representation and an ineffective screen-space clamping approach. To address these issues, we present AA-2DGS, an anti-aliased formulation of 2D Gaussian Splatting that maintains its geometric benefits while significantly enhancing rendering quality across different scales. Our method introduces a world-space flat smoothing kernel that constrains the frequency content of 2D Gaussian primitives based on the maximal sampling frequency from training views, effectively eliminating high-frequency artifacts when zooming in. Additionally, we derive a novel object-space Mip filter by leveraging an affine approximation of the ray-splat intersection mapping, which allows us to efficiently apply proper anti-aliasing directly in the local space of each splat. Code will be available at https://github.com/maeyounes/AA-2DGS.

Poster
LiteReality: Graphic-Ready 3D Scene Reconstruction from RGB-D Scans

Zhening Huang, Xiaoyang Wu, Fangcheng Zhong, Hengshuang Zhao, Matthias Nießner, Joan Lasenby

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We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines, such as object individuality, articulation, and high-quality physically based rendering (PBR) materials. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and object set with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar artist-crafted 3D models from a curated asset database. The Material Painting module further enhances realism by recovering high-quality, spatially varying materials from observed images. Finally, the reconstructed scene is integrated into a simulation engine, where basic physical properties are assigned to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital-twin systems. In addition, LiteReality introduces a training-free object-retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD dataset, along with a robust Material Painting module capable of transferring appearances from images of any style to 3D assets—even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-world scans and standard public datasets.

Poster
L2RSI: Cross-view LiDAR-based Place Recognition for Large-scale Urban Scenes via Remote Sensing Imagery

Ziwei Shi, Xiaoran Zhang, Wenjing Xu, Yan Xia, Yu Zang, Siqi Shen, Cheng Wang

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We tackle the challenge of LiDAR-based place recognition, which traditionally depends on costly and time-consuming prior 3D maps. To overcome this, we first construct LiRSI-XA dataset, which encompasses approximately $110,000$ remote sensing submaps and $13,000$ LiDAR point cloud submaps captured in urban scenes, and propose a novel method, L2RSI, for cross-view LiDAR place recognition using high-resolution Remote Sensing Imagery. This approach enables large-scale localization capabilities at a reduced cost by leveraging readily available overhead images as map proxies. L2RSI addresses the dual challenges of cross-view and cross-modal place recognition by learning feature alignment between point cloud submaps and remote sensing submaps in the semantic domain. Additionally, we introduce a novel probability propagation method based on particle estimation to refine position predictions, effectively leveraging temporal and spatial information. This approach enables large-scale retrieval and cross-scene generalization without fine-tuning. Extensive experiments on LiRSI-XA demonstrate that, within a $100km^2$ retrieval range, L2RSI accurately localizes $83.27\%$ of point cloud submaps within a $30m$ radius for top-$1$ retrieved location. Our project page is publicly available at https://shizw695.github.io/L2RSI/.

Poster
HyRF: Hybrid Radiance Fields for Memory-efficient and High-quality Novel View Synthesis

Zipeng Wang, Dan Xu

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Recently, 3D Gaussian Splatting (3DGS) has emerged as a powerful alternative to NeRF-based approaches, enabling real-time, high-quality novel view synthesis through explicit, optimizable 3D Gaussians. However, 3DGS suffers from significant memory overhead due to its reliance on per-Gaussian parameters to model view-dependent effects and anisotropic shapes. While recent works propose compressing 3DGS with neural fields, these methods struggle to capture high-frequency spatial variations in Gaussian properties, leading to degraded reconstruction of fine details. We present Hybrid Radiance Fields (HyRF), a novel scene representation that combines the strengths of explicit Gaussians and neural fields. HyRF decomposes the scene into (1) a compact set of explicit Gaussians storing only critical high-frequency parameters and (2) grid-based neural fields that predict remaining properties. To enhance representational capacity, we introduce a decoupled neural field architecture, separately modeling geometry (scale, opacity, rotation) and view-dependent color. Additionally, we propose a hybrid rendering scheme that composites Gaussian splatting with a neural field-predicted background, addressing limitations in distant scene representation.Experiments demonstrate that HyRF achieves state-of-the-art rendering quality while reducing model size by over 20× compared to 3DGS and maintaining real-time performance.

Poster