3DV 2025 论文列表

International Conference on 3D Vision

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142篇论文

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    2114.8%
  • Poster
    12185.2%

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Maps from Motion (MfM): Generating 2D Semantic Maps from Sparse Multi-view Images

Matteo Toso, Stefano Fiorini, Stuart James, Alessio Del Bue

展开摘要

World-wide detailed 2D maps require enormous collective efforts. OpenStreetMap is the result of 11 million registered users manually annotating the GPS location of over 1.75 billion entries, including distinctive landmarks and common urban objects. At the same time, manual annotations can include errors and are slow to update, limiting the map's accuracy. Maps from Motion (MfM) is a step forward to automatize such time-consuming map making procedure by computing 2D maps of semantic objects directly from a collection of uncalibrated multi-view images. From each image, we extract a set of object detections, and estimate their spatial arrangement in a top-down local map centered in the reference frame of the camera that captured the image. Aligning these local maps is not a trivial problem, since they provide incomplete, noisy fragments of the scene, and matching detections across them is unreliable because of the presence of repeated pattern and the limited appearance variability of urban objects. We address this with a novel graph-based framework, that encodes the spatial and semantic distribution of the objects detected in each image, and learns how to combine them to predict the objects' poses in a global reference system, while taking into account all possible detection matches and preserving the topology observed in each image. Despite the complexity of the problem, our best model achieves global 2D registration with an average accuracy within $4$ meters (i.e., below GPS accuracy) even on sparse sequences with strong viewpoint change, on which COLMAP has an $80\%$ failure rate. We provide extensive evaluation on synthetic and real-world data, showing how the method obtains a solution even in scenarios where standard optimization techniques fail. Find more information at matteot90.github.io/MapsFromMotion .

Poster
MAC++: Going Further with Maximal Cliques for 3D Registration

Xiyu Zhang, Yanning Zhang, Jiaqi Yang

展开摘要

Maximal cliques (MAC) represent a novel state-of-the-art approach for 3D registration from correspondences, however, it still suffers from extremely severe outliers. In this paper, we introduce a robust learning-free estimator called MAC++, exploring maximal cliques for 3D registration from the following two perspectives: 1) A novel hypothesis generation method utilizing putative seeds through voting to guide the construction of maximal clique pools, effectively preserving more potential correct hypotheses. 2) A progressive hypothesis evaluation method that continuously reduces the solution space in a ``global-clusters-cluster-individual'' manner rather than traditional one-shot techniques, greatly alleviating the issue of missing good hypotheses. Experiments conducted on U3M, 3DMatch/3DLoMatch, and KITTI-LC datasets show the new state-of-the-art performance of MAC++. MAC++ demonstrates the capability to handle extremely low inlier ratio data where MAC fails (e.g., showing 27.1\%/30.6\% registration recall improvements on 3DMatch/3DLoMatch with < 1\% inliers). The code will be released.

Poster
VividTalk: One-Shot Audio-Driven Talking Head Generation Based on 3D Hybrid Prior

Xusen Sun, Longhao Zhang, Hao Zhu, Peng Zhang, Bang Zhang, Xinya Ji, Kangneng Zhou, Daiheng Gao, Liefeng Bo, Xun Cao

展开摘要

Audio-driven talking head generation has drawn much attention in recent years, and many efforts have been made in lip-sync, facial motion, head pose generation, and video quality. However, no model has yet led or tied on all these metrics due to the one-to-many mapping between audio and motion. In this paper, we propose VividTalk, a two-stage generic framework that supports generating high-visual quality talking head videos with all the above properties. Specifically, in the first stage, we map the audio to mesh by learning two motions, including non-rigid facial motion and rigid head motion. For facial motion, both blendshape and vertex are adopted as the intermediate representation to maximize the representation ability of the model. For head motion, a novel learnable head pose codebook with a two-phase training mechanism is proposed. In the second stage, we proposed a dual branch motion-vae and a generator to transform the meshes into dense motion and synthesize high-quality video frame-by-frame. Extensive experiments show that the proposed VividTalk can generate high-visual quality talking head videos with lip-sync and realistic enhanced by a large margin, and outperforms previous state-of-the-art works in objective and subjective comparisons. The code will be publicly released upon publication.

Poster
Synthesizing Consistent Novel Views via 3D Epipolar Attention without Re-Training

Botao Ye, Sifei Liu, Xueting Li, Marc Pollefeys, Ming-Hsuan Yang

展开摘要

Large diffusion models demonstrate remarkable zero-shot capabilities in novel view synthesis from a single image. However, these models often face challenges in maintaining consistency across novel and reference views. A crucial factor leading to this issue is the limited utilization of contextual information from reference views. Specifically, when there is an overlap in the viewing frustum between two views, it is essential to ensure that the corresponding regions maintain consistency in both geometry and appearance. This observation leads to a simple yet effective approach, where we propose to use epipolar geometry to locate and retrieve overlapping information from the input view. This information is then incorporated into the generation of target views, eliminating the need for training or fine-tuning, as the process requires no learnable parameters. Furthermore, to enhance the overall consistency of generated views, we extend the utilization of epipolar attention to a multi-view setting, allowing retrieval of overlapping information from the input view and other target views. Qualitative and quantitative experimental results demonstrate the effectiveness of our method in significantly improving the consistency of synthesized views without the need for any fine-tuning. Moreover, This enhancement also boosts the performance of downstream applications such as 3D reconstruction. The code is available at https://github.com/botaoye/ConsisSyn.

Poster
Learning Naturally Aggregated Appearance for Efficient 3D Editing

Ka Leong Cheng, Qiuyu Wang, Zifan Shi, Kecheng Zheng, Yinghao Xu, Hao OUYANG, Qifeng Chen, Yujun Shen

展开摘要

Neural radiance fields, which represent a 3D scene as a color field and a density field, have demonstrated great progress in novel view synthesis yet are unfavorable for editing due to the implicitness. This work studies the task of efficient 3D editing, where we focus on **editing speed** and **user interactivity**. To this end, we propose to learn the color field as an explicit 2D appearance aggregation, also called canonical image, with which users can easily customize their 3D editing via 2D image processing. We complement the canonical image with a projection field that maps 3D points onto 2D pixels for texture query. This field is initialized with a pseudo canonical camera model and optimized with offset regularity to ensure the **naturalness** of the canonical image. Extensive experiments on different datasets suggest that our representation, dubbed ***AGAP***, well supports various ways of 3D editing (*e.g.*, stylization, instance segmentation, and interactive drawing). Our approach demonstrates remarkable efficiency by being at least 20$\times$ faster per edit compared to existing NeRF-based editing methods. Project page is available at https://felixcheng97.github.io/AGAP/.

Poster
Efficient Continuous Group Convolutions for Local SE(3) Equivariance in 3D Point Clouds

Lisa Weijler, Pedro Hermosilla

展开摘要

Extending the translation equivariance property of convolutional neural networks to larger symmetry groups has been shown to reduce sample complexity and enable more discriminative feature learning. Further, exploiting additional symmetries facilitates greater weight sharing than standard convolutions, leading to an enhanced network expressivity without an increase in parameter count. However, extending the equivariant properties of a convolution layer comes at a computational cost. In particular, for 3D data, expanding equivariance to the SE(3) group (rotation and translation) results in a 6D convolution operation, which is not tractable for larger data samples such as 3D scene scans. While efforts have been made to develop efficient SE(3) equivariant networks, existing approaches rely on discretization or only introduce global rotation equivariance. This limits their applicability to point clouds representing a scene composed of multiple objects. This work presents an efficient, continuous, and local SE(3) equivariant convolution layer for point cloud processing based on general group convolution and local reference frames. Our experiments show that our approach achieves competitive or superior performance across a range of datasets and tasks, including object classification and semantic segmentation, with negligible computational overhead.

Poster
GaussianStyle: Gaussian Head Avatar via StyleGAN

Pinxin Liu, Luchuan Song, Daoan Zhang, Hang Hua, Yunlong Tang, Huaijin Tu, Jiebo Luo, Chenliang Xu

展开摘要

Existing methods like Neural Radiation Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made significant strides in facial attribute control such as facial animation and components editing, yet they struggle with fine-grained representation and scalability in dynamic head modeling. To address these limitations, we propose GaussianStyle, a novel framework that integrates the volumetric strengths of 3DGS with the powerful implicit representation of StyleGAN. The GaussianStyle preserves structural information, such as expressions and poses, using Gaussian points, while projecting the implicit volumetric representation into StyleGAN to capture high-frequency details and mitigate the over-smoothing commonly observed in neural texture rendering. Experimental outcomes indicate that our method achieves state-of-the-art performance in reenactment, novel view synthesis, and animation.

Poster
ViSkin: Physics-based Simulation of Virtual Skin on Personalized Avatars

Davide Corigliano, Juan Montes, Ronan Hinchet, Stelian Coros, Bernhard Thomaszewski

展开摘要

We introduce ViSkin, a biomechanically principled approach to simulate skin mechanics on personalized avatars. Our model captures the salient characteristics of human skin, i.e., nonlinear stretching properties, anisotropic stiffness, direction-dependent pre-stretch, and heterogeneous sliding behavior. In particular, we introduce a novel representation of Langer lines, which describe the distribution of principal material directions across the human body. We further propose an optimization-based approach for inferring spatially-varying pre-stretch from motion capture data. We implement our new model using a computationally efficient intrinsic representation that simulates skin as a two-dimensional Lagrangian mesh embedded in the three-dimensional body surface. We demonstrate our method on a diverse set of body models, shapes, and poses and compare to experimentally-obtained skin motion data. Our results indicate that our method produces smoother and more plausible skin deformations than a baseline method and shows good accuracy compared to real-world data.

Poster
HeadCraft: Modeling High-Detail Shape Variations for Animated 3DMMs

Artem Sevastopolsky, Philip-William Grassal, Simon Giebenhain, ShahRukh Athar, Luisa Verdoliva, Matthias Nießner

展开摘要

Current advances in human head modeling allow the generation of plausible-looking 3D head models via neural representations, such as NeRFs and SDFs. Nevertheless, constructing complete high-fidelity head models with explicitly controlled animation remains an issue. Furthermore, completing the head geometry based on a partial observation, e.g., coming from a depth sensor, while preserving a high level of detail is often problematic for the existing methods. We introduce a generative model for detailed 3D head meshes on top of an articulated 3DMM, simultaneously allowing explicit animation and high-detail preservation. Our method is trained in two stages. First, we register a parametric head model with vertex displacements to each mesh of the recently introduced NPHM dataset of accurate 3D head scans. The estimated displacements are baked into a hand-crafted UV layout. Second, we train a StyleGAN model to generalize over the UV maps of displacements, which we later refer to as HeadCraft. The decomposition of the parametric model and high-quality vertex displacements allows us to animate the model and modify the regions semantically. We demonstrate the results of unconditional sampling, fitting to a scan and editing.

Poster
MaterialFusion: Enhancing Inverse Rendering with Material Diffusion Priors

Yehonathan Litman, Or Patashnik, Kangle Deng, Aviral Agrawal, Rushikesh Zawar, Fernando De la Torre, Shubham Tulsiani

展开摘要

Recent works in inverse rendering have shown promise in using multi-view images of an object to recover shape, albedo, and materials. However, the recovered components often fail to render accurately under new lighting conditions due to the intrinsic challenge of disentangling albedo and material properties from input images. To address this challenge, we introduce MaterialFusion, an enhanced conventional 3D inverse rendering pipeline that incorporates a 2D prior on texture and material properties. We present StableMaterial, a 2D diffusion model prior that refines multi-lit data to estimate the most likely albedo and material from given input appearances. This model is trained on albedo, material, and relit image data derived from a curated dataset of approximately ~12K artist-designed synthetic Blender objects called BlenderVault. We incorporate this diffusion prior with an inverse rendering framework where we use score distillation sampling (SDS) to guide the optimization of the albedo and materials, improving relighting performance in comparison with previous work. We validate MaterialFusion's relighting performance on 4 datasets of synthetic and real objects under diverse illumination conditions, showing our diffusion-aided approach significantly improves the appearance of reconstructed objects under novel lighting conditions. We intend to publicly release our BlenderVault dataset to support further research in this field.

Poster
RISE-SDF: A Relightable Information-Shared Signed Distance Field for Glossy Object Inverse Rendering

Deheng Zhang, Jingyu Wang, Shaofei Wang, Marko Mihajlovic, Sergey Prokudin, Hendrik Lensch, Siyu Tang

展开摘要

Inverse rendering aims to reconstruct the 3D geometry, bidirectional reflectance distribution function (BRDF) parameters, and lighting conditions in a 3D scene from multi-view input images. To address this problem, some recent methods utilize a neural field combined with a physically based rendering model to reconstruct the scene parameters. Although these methods achieve impressive geometry reconstruction for glossy objects, the performance of material estimation and relighting remains limited. In this paper, we propose a novel end-to-end relightable neural inverse rendering system that achieves high-quality reconstruction of geometry and material properties, thus enabling high-quality relighting. The cornerstone of our method is a two-stage approach for learning a better factorization of scene parameters. In the first stage, we develop a reflection-aware radiance field using a neural signed distance field (SDF) as the geometry representation and deploy an MLP (multilayer perceptron) to estimate indirect illumination. In the second stage, we introduce a novel information-sharing network structure to jointly learn the radiance field and the physically based factorization of the scene. For the physically based factorization, to reduce the noise caused by Monte Carlo sampling, we apply a split-sum approximation with a simplified Disney BRDF and cube mipmap as the environment light representation. In the relighting phase, to enhance the quality of indirect illumination, we propose a second split-sum algorithm to trace secondary rays under the split-sum rendering framework. Furthermore, there is no dataset or protocol available to quantitatively evaluate the inverse rendering performance for glossy objects. To assess the quality of material reconstruction and relighting, we have created a new dataset with ground truth BRDF parameters and relighting results. Our experiments demonstrate that our algorithm achieves state-of-the-art performance in inverse rendering and relighting, with particularly strong results in the reconstruction of highly reflective objects.

Poster
HeadGAP: Few-Shot 3D Head Avatar via Generalizable Gaussian Priors

Xiaozheng Zheng, Chao Wen, Zhaohu Li, Weiyi Zhang, Zhuo Su, Xu Chang, Yang Zhao, Zheng Lv, Xiaoyuan Zhang, Yongjie Zhang, Guidong Wang, Lan Xu

展开摘要

In this paper, we present a novel 3D head avatar creation approach capable of generalizing from few-shot in-the-wild data with high-fidelity and animatable robustness. Given the underconstrained nature of this problem, incorporating prior knowledge is essential. Therefore, we propose a framework comprising prior learning and avatar creation phases. The prior learning phase leverages 3D head priors derived from a large-scale multi-view dynamic dataset, and the avatar creation phase applies these priors for few-shot personalization. Our approach effectively captures these priors by utilizing a Gaussian Splatting-based auto-decoder network with part-based dynamic modeling. Our method employs identity-shared encoding with personalized latent codes for individual identities to learn the attributes of Gaussian primitives. During the avatar creation phase, we achieve fast head avatar personalization by leveraging inversion and fine-tuning strategies. Extensive experiments demonstrate that our model effectively exploits head priors and successfully generalizes them to few-shot personalization, achieving photo-realistic rendering quality, multi-view consistency, and stable animation.

Poster
WaterSplatting: Fast Underwater 3D Scene Reconstruction using Gaussian Splatting

Huapeng Li, Wenxuan Song, Tianao Xu, Alexandre Elsig, Jonas Kulhanek

展开摘要

The underwater 3D scene reconstruction is a challenging, yet interesting problem with applications ranging from naval robots to VR experiences. The problem was successfully tackled by fully volumetric NeRF-based methods which can model both the geometry and the medium (water). Unfortunately, these methods are slow to train and do not offer real-time rendering. More recently, 3D Gaussian Splatting (3DGS) method offered a fast alternative to NeRFs. However, because it is an explicit method that renders only the geometry, it cannot render the medium and is therefore unsuited for underwater reconstruction. Therefore, we propose a novel approach that fuses volumetric rendering with 3DGS to handle underwater data effectively. Our method employs 3DGS for explicit geometry representation and a separate volumetric field (queried once per pixel) for capturing the scattering medium. This dual representation further allows the restoration of the scenes by removing the scattering medium. Our method outperforms state-of-the-art NeRF-based methods in rendering quality on the underwater SeaThru-NeRF dataset. Furthermore, it does so while offering real-time rendering performance, addressing the efficiency limitations of existing methods.

Poster
NoKSR: Kernel-Free Neural Surface Reconstruction via Point Cloud Serialization

Zhen Li, Weiwei Sun, Shrisudhan Govindarajan, Shaobo Xia, Daniel Rebain, Kwang Moo Yi, Andrea Tagliasacchi

展开摘要

We present a novel approach to large-scale point cloud surface reconstruction by developing an efficient framework that converts an irregular point cloud into a signed distance field(SDF). Our backbone builds upon recent transformer-based architectures(i.e.PointTransformerV3), that serializes the point cloud into a locality-preserving sequence of tokens. We efficiently predict the SDF value at a point by aggregating nearby tokens, where fast approximate neighbors can be retrieved thanks to the serialization. We serialize the point cloud at different levels/scales, and non-linearly aggregate a feature to predict the SDF value. We show that aggregating across multiple scales is critical to overcome the approximations introduced by the serialization (i.e. false negatives in the neighborhood). Our frameworks sets the new state-of-the-art in terms of accuracy and efficiency(better or similar performance with half the latency of the best prior method, coupled with a simpler implementation), particularly on outdoor datasets where sparse-grid methods have shown limited performance. To foster the continuation of research in this topic, we will release our complete source code, as well as our pre-trained models.

Poster
FORCE: Physics-aware Human-object Interaction

Xiaohan Zhang, Bharat Lal Bhatnagar, Sebastian Starke, Ilya A. Petrov, Vladimir Guzov, Helisa Dhamo, Eduardo Pérez-Pellitero, Gerard Pons-Moll

展开摘要

Interactions between human and objects are influenced not only by the object's pose and shape, but also by physical attributes such as object mass and surface friction. They introduce important motion nuances that are essential for diversity and realism. Despite advancements in recent human-object interaction methods, this aspect has been overlooked. Generating nuanced human motion presents two challenges. First, it is non-trivial to learn from multi-modal human and object information derived from both the physical and non-physical attributes. Second, there exists no dataset capturing nuanced human interactions with objects of varying physical properties, hampering model development. This work addresses the gap by introducing the FORCE model, an approach for synthesizing diverse, nuanced human-object interactions by modeling physical attributes. Our key insight is that human motion is dictated by the interrelation between the force exerted by the human and the perceived resistance. Guided by a novel intuitive physics encoding, the model captures the interplay between human force and resistance. Experiments also demonstrate incorporating human force facilitates learning multi-class motion. Accompanying our model, we contribute the a dataset, which features diverse, different-styled motion through interactions with varying resistances. Our code, dataset, and models will be released to foster future research.

Poster
A2-GNN: Angle-Annular GNN for Visual Descriptor-free Camera Relocalization

Yejun Zhang, Shuzhe Wang, Juho Kannala

展开摘要

Visual localization involves estimating the 6-degree-of-freedom (6-DoF) camera pose within a known scene. A critical step in this process is identifying pixel-to-point correspondences between 2D query images and 3D models. Most advanced approaches currently rely on extensive visual descriptors to establish these correspondences, facing challenges in storage, privacy issues and model maintenance. Direct 2D-3D keypoint matching without visual descriptors is becoming popular as it can overcome those challenges. However, existing descriptor-free methods suffer from low accuracy or heavy computation. Addressing this gap, this paper introduces the Angle-Annular Graph Neural Network (A2-GNN), a simple approach that efficiently learns robust geometric structural representations with annular feature extraction. Specifically, this approach clusters neighbors and embeds each group’s distance information and angle as supplementary information to capture local structures. Evaluation on matching and visual localization datasets demonstrates that our approach achieves state-of-the-art accuracy with low computational overhead among visual description-free methods.

Poster
mmDiffusion: mmWave Diffusion for Sequential 3D Human Dense Point Cloud Generation

Qian Xie, Xinyu Hou, Qianyi Deng, Amir Patel, Niki Trigoni, Andrew Markham

展开摘要

Owing to the distinctive attributes inherent to mmWave radar, the utilization of millimeter-wave (mmWave) point cloud data in contexts involving human-related scenarios is poised to yield significant promise. However, the generation of dense and temporally consistent 3D human point clouds from sequential mmWave signals is a challenging task, yet a critical endeavor with far-reaching implications. In this work, we present a groundbreaking approach to address the challenge of generating dense and temporally consistent 3D human point clouds from sequential mmWave signals. We redefine the problem as a 3D point cloud denoising task, leveraging reverse diffusion processes to transform sparse mmWave data into detailed human representations. Our proposed method, mmDiffusion, effectively exploits diffusion models and temporal context within mmWave sequences to learn the denoising process, resulting in denser and temporally coherent human point clouds. We also introduce a novel evaluation metric tailored to measure temporal consistency. Experimental results demonstrate that mmDiffusion outperforms existing methods. Code and dataset will be public upon acceptance.

Poster
FastGrasp: Efficient Grasp Synthesis with Diffusion

Xiaofei Wu, Tao Liu, caoji li, Yuexin Ma, Yujiao Shi, Xuming He

展开摘要

Effectively modeling the interaction between human hands and objects is challenging due to the complex physical constraints and the equirement for high generation efficiency in applications. Prior approaches often employ computationally intensive two-stage approaches, which first generate an intermediate representation, such as contact maps, followed by an iterative optimization procedure that updates hand meshes to capture the hand-object relation. However, due to the high computation complexity during the optimization stage, such strategies often suffer from low efficiency in inference. To address this limitation, this work introduces a novel diffusion-model-based approach that generates the grasping pose in a one-stage manner. This allows us to significantly improve generation speed and the diversity of generated hand poses. In particular, we develop a Latent Diffusion Model with an Adaptation Module for object-conditioned hand pose generation and a contact-aware loss to enforce the physical constraints between hands and objects. Extensive experiments demonstrate that our method achieves faster inference, higher diversity, and superior pose quality than state-of-the-art approaches. Code is available at https://github.com/wuxiaofei01/FastGrasp .

Poster
U–ARE–ME: Uncertainty-Aware Rotation Estimation in Manhattan Environments

Aalok Patwardhan, Callum Rhodes, Gwangbin Bae, Andrew Davison

展开摘要

Camera rotation estimation from a single image is a challenging task, often requiring depth data and/or camera intrinsics, which are generally not available for in-the-wild videos. Although external sensors such as inertial measurement units (IMUs) can help, they often suffer from drift and are not applicable in non-inertial reference frames. We present U-ARE-ME, an algorithm that estimates camera rotation along with uncertainty from uncalibrated RGB images. Using a Manhattan World assumption, our method leverages the per-pixel geometric priors encoded in single-image surface normal predictions and performs optimisation over the SO(3) manifold. Given a sequence of images, we can use the per-frame rotation estimates and their uncertainty to perform multi-frame optimisation, achieving robustness and temporal consistency. Our experiments demonstrate that U-ARE-ME performs comparably to RGB-D methods and is more robust than feature-based vanishing point and SLAM methods.

Poster
Incorporating dense metric depth into neural 3D representations for view synthesis and relighting

Arkadeep Narayan Chaudhury, Igor Vasiljevic, Sergey Zakharov, Vitor Campagnolo Guizilini, Rares Andrei Ambrus, Srinivasa Narasimhan, Christopher G Atkeson

展开摘要

Synthesizing accurate geometry and photo-realistic appearance of small scenes is an active area of research with compelling use cases in gaming, virtual reality, robotic-manipulation, autonomous driving, convenient product capture, and consumer-level photography. When applying scene geometry and appearance estimation techniques to robotics, we found that the narrow cone of possible viewpoints due to the limited range of robot motion and scene clutter caused current estimation techniques to produce poor quality estimates or even fail. On the other hand, in robotic applications, dense metric depth can often be measured directly using stereo and illumination can be controlled. Depth can provide a good initial estimate of the object geometry to improve reconstruction, while multi-illumination images can facilitate relighting. In this work we demonstrate a method to incorporate dense metric depth into the training of neural 3D representations and address an artifact observed while jointly refining geometry and appearance by disambiguating between texture and geometry edges. We also discuss a multi-flash stereo camera system developed in-house to capture the necessary data for our pipeline and show results on relighting and view synthesis with a few training views.

Poster