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

3D Visual Illusion Depth Estimation

Chengtang Yao, Zhidan Liu, Jiaxi Zeng, Lidong Yu, Yuwei Wu, Yunde Jia

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3D visual illusion is a perceptual phenomenon where a two-dimensional plane is manipulated to simulate three-dimensional spatial relationships, making a flat artwork or object look three-dimensional in the human visual system. In this paper, we reveal that the machine visual system is also seriously fooled by 3D visual illusions, including monocular and binocular depth estimation. In order to explore and analyze the impact of 3D visual illusion on depth estimation, we collect a large dataset containing almost 3k scenes and 200k images to train and evaluate SOTA monocular and binocular depth estimation methods. We also propose a 3D visual illusion depth estimation framework that uses common sense from the vision language model to adaptively fuse depth from binocular disparity and monocular depth. Experiments show that SOTA monocular, binocular, and multi-view depth estimation approaches are all fooled by various 3D visual illusions, while our method achieves SOTA performance.

Poster
Fix False Transparency by Noise Guided Splatting

Aly El Hakie, Yiren Lu, Yu Yin, Michael W. Jenkins, Yehe Liu

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Opaque objects reconstructed by 3D Gaussian Splatting (3DGS) often exhibit a falsely transparent surface, leading to inconsistent background and internal patterns under camera motion in interactive viewing. This issue stems from the ill-posed optimization in 3DGS. During training, background and foreground Gaussians are blended via $\alpha$-compositing and optimized solely against the input RGB images using a photometric loss. As this process lacks an explicit constraint on surface opacity, the optimization may incorrectly assign transparency to opaque regions, resulting in view-inconsistent and falsely transparent output. This issue is difficult to detect in standard evaluation settings (i.e., rendering static images), but becomes particularly evident in object-centric reconstructions under interactive viewing. Although other causes of view-inconsistency, such as popping artifacts, have been explored previously, false transparency has not been explicitly identified. To the best of our knowledge, we are the first to quantify, characterize, and develop solutions for this "false transparency" artifact, an under-reported artifact in 3DGS. Our strategy, Noise Guided Splatting (NGS), encourages surface Gaussians to adopt higher opacity by injecting opaque noise Gaussians in the object volume during training, requiring only minimal modifications to the existing splatting process. To quantitatively evaluate false transparency in static renderings, we propose a novel transmittance-based metric that measures the severity of this artifact. In addition, we introduce a customized, high-quality object-centric scan dataset exhibiting pronounced transparency issues, and we augment popular existing datasets (e.g., DTU) with complementary infill noise specifically designed to assess the robustness of 3D reconstruction methods to false transparency. Experiments across multiple datasets show that NGS substantially reduces false transparency while maintaining competitive performance on standard rendering metrics (e.g., PSNR), demonstrating its overall effectiveness.

Poster
Temporal Smoothness-Aware Rate-Distortion Optimized 4D Gaussian Splatting

Hyeongmin Lee, Kyungjune Baek

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Dynamic 4D Gaussian Splatting (4DGS) effectively extends the high-speed rendering capabilities of 3D Gaussian Splatting (3DGS) to represent volumetric videos. However, the large number of Gaussians, substantial temporal redundancies, and especially the absence of an entropy-aware compression framework result in large storage requirements. Consequently, this poses significant challenges for practical deployment, efficient edge-device processing, and data transmission. In this paper, we introduce a novel end-to-end RD-optimized compression framework tailored for 4DGS, aiming to enable flexible, high-fidelity rendering across varied computational platforms. Leveraging Fully Explicit Dynamic Gaussian Splatting (Ex4DGS), one of the state-of-the-art 4DGS methods, as our baseline, we start from the existing 3DGS compression methods for compatibility while effectively addressing additional challenges introduced by the temporal axis. In particular, instead of storing motion trajectories independently per point, we employ a wavelet transform to reflect the real-world smoothness prior, significantly enhancing storage efficiency. This approach yields significantly improved compression ratios and provides a user-controlled balance between compression efficiency and rendering quality. Extensive experiments demonstrate the effectiveness of our method, achieving up to 91$\times$ compression compared to the original Ex4DGS model while maintaining high visual fidelity. These results highlight the applicability of our framework for real-time dynamic scene rendering in diverse scenarios, from resource-constrained edge devices to high-performance environments. The source code is available at https://github.com/HyeongminLEE/RD4DGS.

Poster
SpatialLM: Training Large Language Models for Structured Indoor Modeling

Yongsen Mao, Junhao Zhong, Chuan Fang, Jia Zheng, Rui Tang, Hao Zhu, Ping Tan, Zihan Zhou

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SpatialLM is a large language model designed to process 3D point cloud data and generate structured 3D scene understanding outputs. These outputs include architectural elements like walls, doors, windows, and oriented object boxes with their semantic categories. Unlike previous methods which exploit task-specific network designs, our model adheres to the standard multimodal LLM architecture and is fine-tuned directly from open-source LLMs. To train SpatialLM, we collect a large-scale, high-quality synthetic dataset consisting of the point clouds of 12,328 indoor scenes (54,778 rooms) with ground-truth 3D annotations, and conduct a careful study on various modeling and training decisions. On public benchmarks, our model gives state-of-the-art performance in layout estimation and competitive results in 3D object detection. With that, we show a feasible path for enhancing the spatial understanding capabilities of modern LLMs for applications in augmented reality, embodied robotics, and more.

Poster
The Flood Complex: Large-Scale Persistent Homology on Millions of Points

Florian Graf, Paolo Pellizzoni, Martin Uray, Stefan Huber, Roland Kwitt

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We consider the problem of computing persistent homology (PH) for large-scale Euclidean point cloud data, aimed at downstream machine learning tasks, where the exponential growth of the most widely-used Vietoris-Rips complex imposes serious computational limitations. Although more scalable alternatives such as the Alpha complex or sparse Rips approximations exist, they often still result in a prohibitively large number of simplices. This poses challenges in the complex construction and in the subsequent PH computation, prohibiting their use on large-scale point clouds. To mitigate these issues, we introduce the Flood complex, inspired by the advantages of the Alpha and Witness complex constructions. Informally, at a given filtration value $r\geq 0$, the Flood complex contains all simplices from a Delaunay triangulation of a small subset of a point cloud $X$ that are fully covered by the union of balls of radius $r$ emanating from $X$, a process we call flooding. Our construction allows for efficient PH computation, possesses several desirable theoretical properties, and is amenable to GPU parallelization. Scaling experiments on 3D point cloud data show that we can compute PH of up to dimension 2 on several millions of points. Importantly, when evaluating object classification performance on real-world and synthetic data, we provide evidence that this scaling capability is needed, especially if objects are geometrically or topologically complex, yielding performance superior to other PH-based methods and neural networks for point cloud data. Source code is available on GitHub: https://github.com/plus-rkwitt/flooder

Poster
Learning 3D Anisotropic Noise Distributions Improves Molecular Force Fields

Xixian Liu, Rui Jiao, Zhiyuan Liu, Yurou Liu, Yang Liu, Ziheng Lu, Wenbing Huang, Yang Zhang, Yixin Cao

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Coordinate denoising has emerged as a promising method for 3D molecular pretraining due to its theoretical connection to learning molecular force field. However, existing denoising methods rely on oversimplied molecular dynamics that assume atomic motions to be isotropic and homoscedastic. To address these limitations, we propose a novel denoising framework AniDS: Anisotropic Variational Autoencoder for 3D Molecular Denoising. AniDS introduces a structure-aware anisotropic noise generator that can produce atom-specific, full covariance matrices for Gaussian noise distributions to better reflect directional and structural variability in molecular systems. These covariances are derived from pairwise atomic interactions as anisotropic corrections to an isotropic base. Our design ensures that the resulting covariance matrices are symmetric, positive semi-definite, and SO(3)-equivariant, while providing greater capacity to model complex molecular dynamics. Extensive experiments show that AniDS outperforms prior isotropic and homoscedastic denoising models and other leading methods on the MD17 and OC22 benchmarks, achieving average relative improvements of 8.9% and 6.2% in force prediction accuracy. Our case study on a crystal and molecule structure shows that AniDS adaptively suppresses noise along the bonding direction, consistent with physicochemical principles. Our code is available at https://github.com/ZeroKnighting/AniDS.

Poster
Motion Matters: Compact Gaussian Streaming for Free-Viewpoint Video Reconstruction

Jiacong Chen, Qingyu Mao, Youneng Bao, Xiandong Meng, Fanyang Meng, Ronggang Wang, Yongsheng Liang

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3D Gaussian Splatting (3DGS) has emerged as a high-fidelity and efficient paradigm for online free-viewpoint video (FVV) reconstruction, offering viewers rapid responsiveness and immersive experiences. However, existing online methods face challenge in prohibitive storage requirements primarily due to point-wise modeling that fails to exploit the motion properties. To address this limitation, we propose a novel Compact Gaussian Streaming (ComGS) framework, leveraging the locality and consistency of motion in dynamic scene, that models object-consistent Gaussian point motion through keypoint-driven motion representation. By transmitting only the keypoint attributes, this framework provides a more storage-efficient solution. Specifically, we first identify a sparse set of motion-sensitive keypoints localized within motion regions using a viewspace gradient difference strategy. Equipped with these keypoints, we propose an adaptive motion-driven mechanism that predicts a spatial influence field for propagating keypoint motion to neighboring Gaussian points with similar motion. Moreover, ComGS adopts an error-aware correction strategy for key frame reconstruction that selectively refines erroneous regions and mitigates error accumulation without unnecessary overhead. Overall, ComGS achieves a remarkable storage reduction of over 159 × compared to 3DGStream and 14 × compared to the SOTA method QUEEN, while maintaining competitive visual fidelity and rendering speed. Project page: https://chenjiacong-1005.github.io/ComGS/.

Poster
Neural Green’s Functions

Seungwoo Yoo, Kyeongmin Yeo, Jisung Hwang, Minhyuk Sung

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We introduce Neural Green’s Function, a neural solution operator for linear partial differential equations (PDEs) whose differential operators admit eigendecompositions. Inspired by Green’s functions, the solution operators of linear PDEs that depend exclusively on the domain geometry, we design Neural Green’s Function to imitate their behavior, achieving superior generalization across diverse irregular geometries and source and boundary functions. Specifically, Neural Green’s Function extracts per-point features from a volumetric point cloud representing the problem domain and uses them to predict a decomposition of the solution operator, which is subsequently applied to evaluate solutions via numerical integration. Unlike recent learning-based solution operators, which often struggle to generalize to unseen source or boundary functions, our framework is, by design, agnostic to the specific functions used during training, enabling robust and efficient generalization. In the steady-state thermal analysis of mechanical part geometries from the MCB dataset, Neural Green’s Function outperforms state-of-the-art neural operators, achieving an average error reduction of 13.9% across five shape categories, while being up to 350 times faster than a numerical solver that requires computationally expensive meshing.

Poster
Deep Gaussian from Motion: Exploring 3D Geometric Foundation Models for Gaussian Splatting

Yu Chen, Rolandos Alexandros Potamias, Evangelos Ververas, Jifei Song, Jiankang Deng, Gim Hee Lee

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Neural radiance fields (NeRF) and 3D Gaussian Splatting (3DGS) are popular techniques to reconstruct and render photorealistic images. However, the prerequisite of running Structure-from-Motion (SfM) to get camera poses limits their completeness. Although previous methods can reconstruct a few unposed images, they are not applicable when images are unordered or densely captured. In this work, we propose a method to train 3DGS from unposed images. Our method leverages a pre-trained 3D geometric foundation model as the neural scene representation. Since the accuracy of the predicted pointmaps does not suffice for accurate image registration and high-fidelity image rendering, we propose to mitigate the issue by initializing and fine-tuning the pre-trained model from a seed image. The images are then progressively registered and added to the training buffer, which is used to train the model further. We also propose to refine the camera poses and pointmaps by minimizing a point-to-camera ray consistency loss across multiple views. When evaluated on diverse challenging datasets, our method outperforms state-of-the-art pose-free NeRF/3DGS methods in terms of both camera pose accuracy and novel view synthesis, and even renders higher fidelity images than 3DGS trained with COLMAP poses.

Poster
Point4Bit: Post Training 4-bit Quantization for Point Cloud 3D Detection

Jianyu Wang, Yu Wang, Shengjie Zhao, Sifan Zhou

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Voxel-based 3D object detectors have achieved remarkable performance in point cloud perception, yet their high computational and memory demands pose significant challenges for deployment on resource-constrained edge devices. Post-training quantization (PTQ) provides a practical means to compress models and accelerate inference; however, existing PTQ methods for point cloud detection are typically limited to INT8 and lack support for lower-bit formats such as INT4, which restricts their deployment potential. In this paper, we present Point4bit, the first general 4-bit PTQ framework tailored for voxel-based 3D object detectors. To tackle challenges in low-bit quantization, we propose two key techniques: (1) Foreground-aware Piecewise Activation Quantization (FA-PAQ), which leverages foreground structural cues to improve the quantization of sparse activations; and (2) Gradient-guided Key Weight Quantization (G-KWQ), which preserves task-critical weights through gradient-based analysis to reduce quantization-induced degradation. Extensive experiments demonstrate that Point4bit achieves INT4 quantization with minimal accuracy loss with less than 1.5\% accuracy drop. Moreover, we validate its generalization ability on point cloud classification and segmentation tasks, demonstrating broad applicability. Our method further advances the bit-width limitation of point cloud quantization to 4 bits, demonstrating strong potential for efficient deployment on resource-constrained edge devices.

Poster
EF-3DGS: Event-Aided Free-Trajectory 3D Gaussian Splatting

Bohao Liao, Wei Zhai, Zengyu Wan, Zhixin Cheng, Wenfei Yang, Yang Cao, Tianzhu Zhang, Zheng-Jun Zha

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Scene reconstruction from casually captured videos has wide real-world applications. Despite recent progress, existing methods relying on traditional cameras tend to fail in high-speed scenarios due to insufficient observations and inaccurate pose estimation. Event cameras, inspired by biological vision, record pixel-wise intensity changes asynchronously with high temporal resolution and low latency, providing valuable scene and motion information in blind inter-frame intervals. In this paper, we introduce the event cameras to aid scene construction from a casually captured video for the first time, and propose Event-Aided Free-Trajectory 3DGS, called EF-3DGS, which seamlessly integrates the advantages of event cameras into 3DGS through three key components. First, we leverage the Event Generation Model (EGM) to fuse events and frames, enabling continuous supervision between discrete frames. Second, we extract motion information through Contrast Maximization (CMax) of warped events, which calibrates camera poses and provides gradient-domain constraints for 3DGS. Third, to address the absence of color information in events, we combine photometric bundle adjustment (PBA) with a Fixed-GS training strategy that separates structure and color optimization, effectively ensuring color consistency across different views. We evaluate our method on the public Tanks and Temples benchmark and a newly collected real-world dataset, RealEv-DAVIS. Our method achieves up to 3dB higher PSNR and 40% lower Absolute Trajectory Error (ATE) compared to state-of-the-art methods under challenging high-speed scenarios.

Spotlight
Point-MaDi: Masked Autoencoding with Diffusion for Point Cloud Pre-training

Xiaoyang Xiao, Runzhao Yao, Zhiqiang Tian, Shaoyi Du

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Self-supervised pre-training is essential for 3D point cloud representation learning, as annotating their irregular, topology-free structures is costly and labor-intensive. Masked autoencoders (MAEs) offer a promising framework but rely on explicit positional embeddings, such as patch center coordinates, which leak geometric information and limit data-driven structural learning. In this work, we propose Point-MaDi, a novel Point cloud Masked autoencoding Diffusion framework for pre-training that integrates a dual-diffusion pretext task into an MAE architecture to address this issue. Specifically, we introduce a center diffusion mechanism in the encoder, noising and predicting the coordinates of both visible and masked patch centers without ground-truth positional embeddings. These predicted centers are processed using a transformer with self-attention and cross-attention to capture intra- and inter-patch relationships. In the decoder, we design a conditional patch diffusion process, guided by the encoder's latent features and predicted centers to reconstruct masked patches directly from noise. This dual-diffusion design drives comprehensive global semantic and local geometric representations during pre-training, eliminating external geometric priors. Extensive experiments on ScanObjectNN, ModelNet40, ShapeNetPart, S3DIS, and ScanNet demonstrate that Point-MaDi achieves superior performance across downstream tasks, surpassing Point-MAE by 5.51\% on OBJ-BG, 5.17\% on OBJ-ONLY, and 4.34\% on PB-T50-RS for 3D object classification on the ScanObjectNN dataset.

Poster
Dynam3D: Dynamic Layered 3D Tokens Empower VLM for Vision-and-Language Navigation

Zihan Wang, Seungjun Lee, Gim Hee Lee

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Vision-and-Language Navigation (VLN) is a core task where embodied agents leverage their spatial mobility to navigate in 3D environments toward designated destinations based on natural language instructions. Recently, video-language large models (Video-VLMs) with strong generalization capabilities and rich commonsense knowledge have shown remarkable performance when applied to VLN tasks. However, these models still encounter the following challenges when applied to real-world 3D navigation: 1) Insufficient understanding of 3D geometry and spatial semantics; 2) Limited capacity for large-scale exploration and long-term environmental memory; 3) Poor adaptability to dynamic and changing environments.To address these limitations, we propose Dynam3D, a dynamic layered 3D representation model that leverages language-aligned, generalizable, and hierarchical 3D representations as visual input to train 3D-VLM in navigation action prediction. Given posed RGB-D images, our Dynam3D projects 2D CLIP features into 3D space and constructs multi-level 3D patch-instance-zone representations for 3D geometric and semantic understanding with a dynamic and layer-wise update strategy. Our Dynam3D is capable of online encoding and localization of 3D instances, and dynamically updates them in changing environments to provide large-scale exploration and long-term memory capabilities for navigation. By leveraging large-scale 3D-language pretraining and task-specific adaptation, our Dynam3D sets new state-of-the-art performance on VLN benchmarks including R2R-CE, REVERIE-CE and NavRAG-CE under monocular settings. Furthermore, experiments for pre-exploration, lifelong memory, and real-world robot validate the effectiveness of practical deployment.

Oral
Eve3D: Elevating Vision Models for Enhanced 3D Surface Reconstruction via Gaussian Splatting

Jiawei Zhang, Youmin Zhang, Fabio Tosi, Meiying Gu, Jiahe Li, Xiaohan Yu, Jin Zheng, Xiao Bai, Matteo Poggi

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We present Eve3D, a novel framework for dense 3D reconstruction based on 3D Gaussian Splatting (3DGS). While most existing methods rely on imperfect priors derived from pre-trained vision models, Eve3D fully leverages these priors by jointly optimizing both them and the 3DGS backbone. This joint optimization creates a mutually reinforcing cycle: the priors enhance the quality of 3DGS, which in turn refines the priors, further improving the reconstruction. Additionally, Eve3D introduces a novel optimization step based on bundle adjustment, overcoming the limitations of the highly local supervision in standard 3DGS pipelines. Eve3D achieves state-of-the-art results in surface reconstruction and novel view synthesis on the Tanks & Temples, DTU, and Mip-NeRF360 datasets. while retaining fast convergence, highlighting an unprecedented trade-off between accuracy and speed.

Poster
NerfBaselines: Consistent and Reproducible Evaluation of Novel View Synthesis Methods

Jonas Kulhanek, Torsten Sattler

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Novel view synthesis is an important problem with many applications, including AR/VR, gaming, and robotic simulations. With the recent rapid development of Neural Radiance Fields (NeRFs) and 3D Gaussian Splatting (3DGS) methods, it is becoming difficult to keep track of the current state of the art (SoTA) due to methods using different evaluation protocols, codebases being difficult to install and use, and methods not generalizing well to novel 3D scenes. In our experiments, we show that even tiny differences in the evaluation protocols of various methods can artificially boost the performance of these methods. This raises questions about the validity of quantitative comparisons performed in the literature. To address these questions, we propose NerfBaselines, an evaluation framework which provides consistent benchmarking tools, ensures reproducibility, and simplifies the installation and use of various methods. We validate our implementation experimentally by reproducing the numbers reported in the original papers. For improved accessibility, we release a web platform that compares commonly used methods on standard benchmarks. We strongly believe NerfBaselines is a valuable contribution to the community as it ensures that quantitative results are comparable and thus truly measure progress in the field of novel view synthesis.

Poster
Pixel-Perfect Depth with Semantics-Prompted Diffusion Transformers

Gangwei Xu, Haotong Lin, Hongcheng Luo, Xianqi Wang, Jingfeng Yao, Lianghui Zhu, Yuechuan Pu, Cheng Chi_, Haiyang Sun, Bing Wang, Guang Chen, Hangjun Ye, Sida Peng, Xin Yang

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This paper presents **Pixel-Perfect Depth**, a monocular depth estimation model based on pixel-space diffusion generation that produces high-quality, flying-pixel-free point clouds from estimated depth maps. Current generative depth estimation models fine-tune Stable Diffusion and achieve impressive performance. However, they require a VAE to compress depth maps into the latent space, which inevitably introduces flying pixels at edges and details. Our model addresses this challenge by directly performing diffusion generation in the pixel space, avoiding VAE-induced artifacts. To overcome the high complexity associated with pixel-space generation, we introduce two novel designs: 1) **Semantics-Prompted Diffusion Transformers** (**SP-DiT**), which incorporate semantic representations from vision foundation models into DiT to prompt the diffusion process, thereby preserving global semantic consistency while enhancing fine-grained visual details; and 2) **Cascade DiT Design** that progressively increases the number of tokens to further enhance efficiency and accuracy. Our model achieves the best performance among all published generative models across five benchmarks, and significantly outperforms all other models in edge-aware point cloud evaluation. Project page: https://pixel-perfect-depth.github.io/.

Poster
Reasoning Beyond Points: A Visual Introspective Approach for Few-Shot 3D Segmentation

Changshuo Wang, Shuting He, Xiang Fang, Zhijian Hu, JIA-HONG HUANG, Yixian Shen, Prayag Tiwari

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Point Cloud Few-Shot Semantic Segmentation (PC-FSS) aims to segment unknown categories in query samples using only a small number of annotated support samples. However, scene complexity and insufficient representation of local geometric structures pose significant challenges to PC-FSS. To address these issues, we propose a novel pre-training-free Visual Introspective Prototype Segmentation network (VIP-Seg). Specifically, we design a Visual Introspective Prototype (VIP) module that employs a multi-step reasoning approach to tackle intra-class diversity and domain gaps between support and query sets. The VIP module consists of a Prototype Enhancement Module (PEM) and a Prototype Difference Module (PDM), which work alternately to progressively refine prototypes. The PEM enhances prototype discriminability and reduces intra-class diversity, while the PDM learns common representations from the differences between query and support features, effectively eliminating semantic inconsistencies caused by domain gaps. To further reduce intra-class diversity and enhance point discriminative ability, we propose a Dynamic Power Convolution (DyPowerConv) that leverages learnable power functions to effectively capture local geometric structures and detailed features of point clouds. Extensive experiments on S3DIS and ScanNet demonstrate that our proposed VIP-Seg significantly outperforms current state-of-the-art methods, proving its effectiveness in PC-FSS tasks. Our code will be available at https://github.com/changshuowang/VIP-Seg.

Poster
Online Segment Any 3D Thing as Instance Tracking

Hanshi Wang, caizijian, Jin Gao, Yiwei Zhang, Weiming Hu, Ke Wang, Zhipeng Zhang

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Online, real-time, and fine-grained 3D segmentation constitutes a fundamental capability for embodied intelligent agents to perceive and comprehend their operational environments. Recent advancements employ predefined object queries to aggregate semantic information from Vision Foundation Models (VFMs) outputs that are lifted into 3D point clouds, facilitating spatial information propagation through inter-query interactions. Nevertheless, perception, whether human or robotic, is an inherently dynamic process, rendering temporal understanding a critical yet overlooked dimension within these prevailing query-based pipelines. This deficiency in temporal reasoning can exacerbate issues such as the over-segmentation commonly produced by VFMs, necessitating more handcrafted post-processing. Therefore, to further unlock the temporal environmental perception capabilities of embodied agents, our work reconceptualizes online 3D segmentation as an instance tracking problem (AutoSeg3D). Our core strategy involves utilizing object queries for temporal information propagation, where long-term instance association promotes the coherence of features and object identities, while short-term instance update enriches instant observations. Given that viewpoint variations in embodied robotics often lead to partial object visibility across frames, this mechanism aids the model in developing a holistic object understanding beyond incomplete instantaneous views. Furthermore, we introduce spatial consistency learning to mitigate the fragmentation problem inherent in VFMs, yielding more comprehensive instance information for enhancing the efficacy of both long-term and short-term temporal learning. The temporal information exchange and consistency learning facilitated by these sparse object queries not only enhance spatial comprehension but also circumvent the computational burden associated with dense temporal point cloud interactions. Our method establishes a new state-of-the-art, surpassing ESAM by 2.8 AP on ScanNet200 and delivering consistent gains on ScanNet, SceneNN, and 3RScan datasets, corroborating that identity-aware temporal reasoning is a crucial, previously underemphasized component for robust 3D segmentation in real-time embodied intelligence. Code is at https://github.com/AutoLab-SAI-SJTU/AutoSeg3D.

Poster
Event-based HDR Structured Light

Jiacheng Fu, Yue Li, Xin Dong, Wenming Weng, Yueyi Zhang, Zhiwei Xiong

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Event-based structured light (SL) systems have attracted increasing attention for their potential in high-performance 3D measurement. Despite the inherent HDR capability of event cameras, reflective and absorptive surfaces still cause event cluttering and absence, which produce overexposed and underexposed regions that degrade the reconstruction quality. In this work, we present the first HDR 3D measurement framework specifically designed for event-based SL systems. First, we introduce a multi-contrast HDR coding strategy that facilitates imaging of areas with different reflectance. Second, to alleviate inter-frame interference caused by overexposed and underexposed areas, we propose a universal confidence-driven stereo matching strategy. Specifically, we estimate a confidence map as the fusion weight for features via an energy-guided confidence estimation. Further, we propose the confidence propagation volume, an innovative cost volume that offers both effective suppression of inter-frame interference and strong representation capability. Third, we contribute an event-based SL simulator and propose the first event-based HDR SL dataset. We also collect a real-world benchmarking dataset with ground truth. We validate the effectiveness of our method with the proposed confidence-driven strategy on both synthetic and real-world datasets. Experimental results demonstrate that our proposed HDR framework enables accurate 3D measurement even under extreme conditions.

Poster
D$^2$GS: Dense Depth Regularization for LiDAR-free Urban Scene Reconstruction

Kejing Xia, Jidong Jia, Ke Jin, Yucai Bai, Li Sun, Dacheng Tao, Youjian Zhang

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Recently, Gaussian Splatting (GS) has shown great potential for urban scene reconstruction in the field of autonomous driving. However, current urban scene reconstruction methods often depend on multimodal sensors as inputs, $\textit{i.e.}$ LiDAR and images. Though the geometry prior provided by LiDAR point clouds can largely mitigate ill-posedness in reconstruction, acquiring such accurate LiDAR data is still challenging in practice: i) precise spatiotemporal calibration between LiDAR and other sensors is required, as they may not capture data simultaneously; ii) reprojection errors arise from spatial misalignment when LiDAR and cameras are mounted at different locations. To avoid the difficulty of acquiring accurate LiDAR depth, we propose ${D}^2GS$, a LiDAR-free urban scene reconstruction framework. In this work, we obtain geometry priors that are as effective as LiDAR while being denser and more accurate. $\textbf{First}$, we initialize a dense point cloud by back-projecting multi-view metric depth predictions. This point cloud is then optimized by a Progressive Pruning strategy to improve the global consistency. $\textbf{Second}$, we jointly refine Gaussian geometry and predicted dense metric depth via a Depth Enhancer. Specifically, we leverage diffusion priors from a depth foundation model to enhance the depth maps rendered by Gaussians. In turn, the enhanced depths provide stronger geometric constraints during Gaussian training. $\textbf{Finally}$, we improve the accuracy of ground geometry by constraining the shape and normal attributes of Gaussians within road regions. Extensive experiments on the Waymo dataset demonstrate that our method consistently outperforms state-of-the-art methods, producing more accurate geometry even when compared with those using ground-truth LiDAR data.

Poster