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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Joker: Conditional 3D Head Synthesis With Extreme Facial Expressions

Malte Prinzler, Egor Zakharov, Vanessa Skliarova, Berna Kabadayi, Justus Thies

展开摘要

We introduce Joker, a new method for the conditional synthesis of 3D human heads with extreme expressions. Given a single reference image of a person, we synthesize a volumetric human head with the reference’s identity and a new expression. We offer control over the expression via a 3D morphable model (3DMM) and textual inputs. This multi-modal conditioning signal is essential since 3DMMs alone fail to define subtle emotional changes and extreme expressions, including those involving the mouth cavity and tongue articulation. Our method is built upon a 2D diffusion-based prior that generalizes well to out-of-domain samples, such as sculptures, heavy makeup, and paintings while achieving high levels of expressiveness. To improve view consistency, we propose a new 3D distillation technique that converts predictions of our 2D prior into a neural radiance field (NeRF). Both the 2D prior and our distillation technique produce state-of-the-art results, which are confirmed by our extensive evaluations. Also, to the best of our knowledge, our method is the first to achieve view-consistent extreme tongue articulation.

Poster
MLI-NeRF: Multi-Light Intrinsic-Aware Neural Radiance Fields

Yixiong Yang, Shilin Hu, Haoyu Wu, Ramon Baldrich, Dimitris Samaras, Maria Vanrell

展开摘要

Current methods for extracting intrinsic image components, such as reflectance and shading, primarily rely on statistical priors. These methods focus mainly on simple synthetic scenes and isolated objects and struggle to perform well on challenging real-world data. To address this issue, we propose MLI-NeRF, which integrates Multiple Light information in Intrinsic-aware Neural Radiance Fields. By leveraging scene information provided by different light source positions complementing the multi-view information, we generate pseudo-label images for reflectance and shading to guide intrinsic image decomposition without the need for ground truth data. Our method introduces straightforward supervision for intrinsic component separation and ensures robustness across diverse scene types. We validate our approach on both synthetic and real-world datasets, outperforming existing state-of-the-art methods. Additionally, we demonstrate its applicability to various image editing tasks.

Poster
SSRFlow: Semantic-aware Fusion with Spatial Temporal Re-embedding for Real-world Scene Flow

Zhiyang Lu, Qinghan Chen, Zhimin Yuan, Chenglu Wen, Ming Cheng, Cheng Wang

展开摘要

Scene flow, which provides the 3D motion field of the first frame from two consecutive point clouds, is vital for dynamic scene perception. However, contemporary scene flow methods face three major challenges. Firstly, they lack global flow embedding or only consider the context of individual point clouds before embedding, leading to embedded points struggling to perceive the consistent semantic relationship of another frame. To address this issue, we propose a novel approach called Dual Cross Attentive (DCA) for the latent fusion and alignment between two frames based on semantic contexts. This is then integrated into Global Fusion Flow Embedding (GF) to initialize flow embedding based on global correlations in both contextual and Euclidean spaces. Secondly, deformations exist in non-rigid objects after the warping layer, which distorts the spatiotemporal relation between the consecutive frames. For a more precise estimation of residual flow at next-level, the Spatial Temporal Re-embedding (STR) module is devised to update the point sequence features at current-level. Lastly, poor generalization is often observed due to the significant domain gap between synthetic and LiDAR-scanned datasets. We leverage novel domain adaptive losses to effectively bridge the gap of motion inference from synthetic to real-world. Experiments demonstrate that our approach achieves state-of-the-art (SOTA) performance across various datasets, with particularly outstanding results in real-world LiDAR-scanned situations.

Poster
Vocabulary-Free 3D Instance Segmentation with Vision-Language Assistant

Guofeng Mei, Luigi Riz, Yiming Wang, Fabio Poiesi

展开摘要

Most recent 3D instance segmentation methods are open vocabulary, offering a greater flexibility than closed-vocabulary methods. Yet, they are limited to reasoning within a specific set of concepts, i.e. the vocabulary, prompted by the user at test time. In essence, these models cannot reason in an open-ended fashion, i.e., answering ``What are the objects in the scene?''. We introduce the first method to address 3D instance segmentation in a setting that is void of any vocabulary prior, namely a vocabulary-free setting. We leverage a large vision-language assistant and an open-vocabulary 2D instance segmenter to discover and ground semantic categories on the posed images. To form 3D instance mask, we first partition the input point cloud into dense superpoints, which are then merged into 3D instance masks. We propose a novel superpoint merging strategy via spectral clustering, accounting for both mask coherence and semantic coherence that are estimated from the 2D object instance masks. We evaluate our method using ScanNet200 and Replica, outperforming existing methods in both vocabulary-free and open-vocabulary settings. Code will be made available.

Poster
CameraHMR: Aligning People with Perspective

Priyanka Patel, Michael J. Black

展开摘要

In this work, we address the challenge of accurate 3D human pose and shape (HPS) estimation from monocular images. The key to accuracy and robustness lies in high-quality training data. Existing training datasets containing real images with pseudo ground truth (pGT) use SMPLify to fit SMPL to sparse 2D joint locations, assuming a simplified camera with default intrinsics. We make two contributions that improve pGT accuracy. First, to estimate camera intrinsics, we develop a field-of-view prediction model HumanFoV trained on a dataset of images containing people. We use the estimated intrinsics to enhance the 4D-Humans dataset by incorporating a full perspective camera model during SMPLify fitting. Second, 2D joints provide limited constraints on 3D body shape, often resulting in average-looking bodies. To address this, we use the BEDLAM dataset to train a dense surface keypoint detector. We apply this detector to the 4D-Humans dataset and modify SMPLify to fit the detected keypoints, resulting in significantly more realistic body shapes. Finally, we enhance the HMR2.0 architecture to include the estimated camera parameters. We iterate the process of model training and SMPLify fitting initialized with the previously trained model. This leads to more accurate pGT and significant performance gains. Our method, CameraHMR, achieves state-of-the-art 3D accuracy on HPS benchmarks. Code will be available for research purposes.

Poster
GS-Pose: Generalizable Segmentation-Based 6D Object Pose Estimation With 3D Gaussian Splatting

Dingding Cai, Janne Heikkila, Esa Rahtu

展开摘要

This paper introduces GS-Pose, a unified framework for localizing and estimating the 6D pose of novel objects. GS-Pose begins with a set of posed RGB images of a previously unseen object and builds three distinct representations stored in a database. At inference, GS-Pose operates sequentially by locating the object in the input image, estimating its initial 6D pose using a retrieval approach, and refining the pose with a render-and-compare method. The key insight is the application of the appropriate object representation at each stage of the process. In particular, for the refinement step, we leverage 3D Gaussian splatting, a novel differentiable rendering technique that offers high rendering speed and relatively low optimization time. Off-the-shelf toolchains and commodity hardware, such as mobile phones, can be used to capture new objects to be added to the database. Extensive evaluations on the LINEMOD and OnePose-LowTexture datasets demonstrate excellent performance, establishing the new state-of-the-art. The source code is publicly available at https://github.com/dingdingcai/GSPose.

Poster
3DiFACE: Synthesizing and Editing Holistic 3D Facial Animation

Balamurugan Thambiraja, Malte Prinzler, Sadegh Aliakbarian, Darren Cosker, Justus Thies

展开摘要

Creating personalized 3D animations with precise control and realistic head motions remains challenging for current speech-driven 3D facial animation methods. Editing these animations is especially complex and time consuming, requires precise control and typically handled by highly skilled animators. Most existing works focus on controlling style or emotion of the synthesized animation and cannot edit/regenerate parts of an input animation. They also overlook the fact that multiple plausible lip and head movements can match the same audio input. To address these challenges, we present 3DiFACE, a novel method for holistic speech-driven 3D facial animation. Our approach produces diverse plausible lip and head motions for a single audio input and allows for editing via keyframing and interpolation. Specifically, we propose a fully-convolutional diffusion model that can leverage the viseme-level diversity in our training corpus. Additionally, we employ a speaking-style personalization and a novel sparsely-guided motion diffusion to enable precise control and editing. Through quantitative and qualitative evaluations, we demonstrate that our method is capable of generating and editing diverse holistic 3D facial animations given a single audio input, with control between high fidelity and diversity.

Poster
Denoising Monte Carlo Renders with Diffusion Models

Vaibhav Vavilala, Rahul Vasanth, David Forsyth

展开摘要

Physically-based renderings contain Monte Carlo noise, with variance that increases as the number of rays per pixel decreases. This noise, while zero-mean for good modern renderers, can have heavy tails (most notably, for scenes containing specular or refractive objects). Learned methods for restoring low fidelity renders are highly developed, because suppressing render noise means one can save compute and use fast renders with few rays per pixel. We demonstrate that a diffusion model can denoise low fidelity renders successfully. Furthermore, our method can be conditioned on a variety of natural render information, and this conditioning helps performance. Quantitative experiments show that our method is competitive with SOTA across a range of sampling rates. Qualitative examination of the reconstructions suggests that the image prior applied by a diffusion method strongly favors reconstructions that are like real images -- so have straight shadow boundaries, curved specularities and no fireflies.

Poster
DEGAS: Detailed Expressions on Full-body Gaussian Avatars

Zhijing Shao, Duotun Wang, Qing-Yao Tian, Yao-Dong Yang, Hengyu Meng, Zeyu Cai, Bo Dong, Yu Zhang, Kang Zhang, Zeyu Wang

展开摘要

Although neural rendering has made significant advances in creating lifelike, animatable full-body and head avatars, incorporating detailed expressions into full-body avatars remains largely unexplored. We present DEGAS, the first 3D Gaussian Splatting (3DGS)-based modeling method for full-body avatars with rich facial expressions. Trained on multiview videos of a given subject, our method learns a conditional variational autoencoder that takes both the body motion and facial expression as driving signals to generate Gaussian maps in the UV layout. To drive the facial expressions, instead of the commonly used 3D Morphable Models (3DMMs) in 3D head avatars, we propose to adopt the expression latent space trained solely on 2D portrait images, bridging the gap between 2D talking faces and 3D avatars. Leveraging the rendering capability of 3DGS and the rich expressiveness of the expression latent space, the learned avatars can be reenacted to reproduce photorealistic rendering images with subtle and accurate facial expressions. Experiments on an existing dataset and our newly proposed dataset of full-body talking avatars demonstrate the efficacy of our method. We also propose an audio-driven extension of our method with the help of 2D talking faces, opening new possibilities for interactive AI agents.

Poster
SceneMotifCoder: Example-driven Visual Program Learning for Generating 3D Object Arrangements

Hou In Ivan Tam, Hou In Derek Pun, Austin Wang, Angel X Chang, Manolis Savva

展开摘要

Despite advances in text-to-3D generation methods, generation of multi-object arrangements remains challenging. Current methods exhibit failures in generating physically plausible arrangements that respect the provided text description. We present SceneMotifCoder (SMC), an example-driven framework for generating 3D object arrangements through visual program learning. SMC leverages large language models (LLMs) and program synthesis to overcome these challenges by learning visual programs from example arrangements. These programs are generalized into compact, editable meta-programs. When combined with 3D object retrieval and geometry-aware optimization, they can be used to create object arrangements varying in arrangement structure and contained objects. Our experiments show that SMC generates high-quality arrangements using meta-programs learned from few examples. Evaluation results demonstrates that object arrangements generated by SMC better conform to user-specified text descriptions and are more physically plausible when compared with state-of-the-art text-to-3D generation and layout methods.

Oral
MASt3R-SfM: a Fully-Integrated Solution for Unconstrained Structure-from-Motion

Bardienus Pieter Duisterhof, Lojze Zust, Philippe Weinzaepfel, Vincent Leroy, Yohann Cabon, Jerome Revaud

展开摘要

Structure-from-Motion (SfM), a task aiming at jointly recovering camera poses and 3D geometry of a scene given a set of images, remains a hard problem with still many open challenges despite decades of significant progress. The traditional solution for SfM consists of a complex pipeline of minimal solvers which tends to propagate errors and fails when images do not sufficiently overlap, have too little motion, etc. Recent methods have attempted to revisit this paradigm, but we empirically show that they fall short of fixing these core issues. In this paper, we propose instead to build upon a recently released foundation model for 3D vision that can robustly produce local 3D reconstructions and accurate matches. We introduce a low-memory approach to accurately align these local reconstructions in a global coordinate system. We further show that such foundation models can serve as efficient image retrievers without any overhead, reducing the overall complexity from quadratic to linear. Overall, our novel SfM pipeline is simple, scalable, fast and truly unconstrained, i.e. it can handle any collection of images, ordered or not. Extensive experiments on multiple benchmarks show that our method provides steady performance across diverse settings, especially outperforming existing methods in small- and medium-scale settings.

Oral
LapisGS: Layered Progressive 3D Gaussian Splatting for Adaptive Streaming

Yuang Shi, Géraldine Morin, Simone Gasparini, Wei Tsang Ooi

展开摘要

The rise of Extended Reality (XR) requires efficient streaming of 3D online worlds, challenging current 3DGS representations to adapt to bandwidth-constrained environments. This paper proposes LapisGS, a layered 3DGS that supports adaptive streaming and progressive rendering. Our method constructs a layered structure for cumulative representation, incorporates dynamic opacity optimization to maintain visual fidelity, and utilizes occupancy maps to efficiently manage Gaussian splats. This proposed model offers a progressive representation supporting a continuous rendering quality adapted for bandwidth-aware streaming. Extensive experiments validate the effectiveness of our approach in balancing visual fidelity with the compactness of the model, with up to 50.71% improvement in SSIM, 286.53% improvement in LPIPS with 23% of the original model size, and shows its potential for bandwidth-adapted 3D streaming and rendering applications.

Poster
Fully-Geometric Cross-attention for Point Cloud Registration

Weijie Wang, Guofeng Mei, Jian Zhang, Nicu Sebe, Bruno Lepri, Fabio Poiesi

展开摘要

Point cloud registration approaches often fail when the overlap between point clouds is low due to noisy point correspondences. This work introduces a novel cross-attention mechanism tailored for Transformer-based architectures that tackles this problem, by fusing information from coordinates and features at the super-point level between point clouds. This formulation has remained unexplored primarily because it must guarantee rotation and translation invariance since point clouds reside in different and independent reference frames. We integrate the Gromov–Wasserstein distance into the cross-attention formulation to jointly compute distances between points across different point clouds and account for their geometric structure. By doing so, points from two distinct point clouds can attend to each other under arbitrary rigid transformations. At the point level, we also devise a self-attention mechanism that aggregates the local geometric structure information into point features for fine matching. Our formulation boosts the number of inlier correspondences, thereby yielding more precise registration results compared to state-of-the-art approaches. We have conducted an extensive evaluation on 3DMatch, 3DLoMatch, KITTI, and 3DCSR datasets. Project page: https://github.com/twowwj/FLAT.

Poster
ZeroPS: High-quality Cross-modal Knowledge Transfer for Zero-Shot 3D Part Segmentation

Yuheng Xue, Nenglun Chen, Jun Liu, Wenyun Sun

展开摘要

Zero-shot 3D part segmentation is a challenging and fundamental task. In this work, we propose a novel pipeline, ZeroPS, which achieves high-quality knowledge transfer from 2D pretrained foundation models (FMs), SAM and GLIP, to 3D object point clouds. We aim to explore the natural relationship between multi-view correspondence and the FMs' prompt mechanism and build bridges on it. In ZeroPS, the relationship manifests as follows: 1) lifting 2D to 3D by leveraging co-viewed regions and SAM's prompt mechanism, 2) relating 1D classes to 3D parts by leveraging 2D-3D view projection and GLIP's prompt mechanism, and 3) enhancing prediction performance by leveraging multi-view observations. Extensive evaluations on the PartNetE and AKBSeg benchmarks demonstrate that ZeroPS significantly outperforms the SOTA method across zero-shot unlabeled and instance segmentation tasks. ZeroPS does not require additional training or fine-tuning for the FMs. ZeroPS applies to both simulated and real-world data. It is hardly affected by domain shift. The project page is available at https://luis2088.github.io/ZeroPS_page/.

Poster
ARC-Flow : Articulated, Resolution-Agnostic, Correspondence-Free Matching and Interpolation of 3D Shapes under Flow Fields

Adam Hartshorne, Allen Paul, Tony Shardlow, Neill D. F. Campbell

展开摘要

This work presents a unified framework for the unsupervised prediction of physically plausible interpolations between two 3D articulated shapes and the automatic estimation of dense correspondence between them. Interpolation is modelled as a diffeomorphic transformation using a smooth, time-varying flow field governed by Neural Ordinary Differential Equations (ODEs). This ensures topological consistency and non-intersecting trajectories while accommodating hard constraints, such as volume preservation, and soft constraints, e.g physical priors. Correspondence is recovered using an efficient Varifold formulation, that is effective on high-fidelity surfaces with differing parameterizations. A simple skeleton structure augments the source shape, imposing physically motivated constraints on the deformation field and aiding in resolving symmetric ambiguities, without requiring skinning weights or prior knowledge of the skeleton's target pose configuration. Qualitative and quantitative results demonstrate competitive or superior performance over existing state-of-the-art approaches in both shape correspondence and interpolation tasks across standard datasets.

Oral
4D-Editor: Interactive Object-level Editing in Dynamic Neural Radiance Fields via Semantic Distillation

Dadong Jiang, Zhihui Ke, Xiaobo Zhou, Tie Qiu, Xidong Shi, Hao Yan

展开摘要

This paper targets interactive object-level editing (\textit{e.g.}, deletion, recoloring, transformation, composition) in dynamic scenes. Recently, some methods aiming for flexible editing static scenes represented by neural radiance field (NeRF) have shown impressive synthesis quality, while similar capabilities in time-variant dynamic scenes remain limited. To solve this problem, we propose 4D-Editor, an interactive semantic-driven editing framework, allowing editing multiple objects in a dynamic NeRF with user strokes on a single frame. Specifically, we extend the original dynamic NeRF by incorporating Hybrid Semantic Feature Distillation to maintain spatial-temporal consistency after editing. In addition, a Recursive Selection Refinement module is presented to significantly boost object segmentation accuracy within a dynamic NeRF to aid the editing process. Moreover, we develop Multi-view Reprojection Inpainting to fill holes caused by incomplete scene capture after editing. Extensive quantitative and qualitative experiments on real application scenarios demonstrate that 4D-Editor achieves photo-realistic editing on dynamic NeRFs. Project page: \href{https://patrickddj.github.io/4D-Editor}{https://patrickddj.github.io/4D-Editor}

Poster
Approximate 2D-3D Shape Matching for Interactive Applications

Christoph Petzsch, Paul Roetzer, Zorah Lahner, Florian Bernard

展开摘要

Matching a 2D contour to a non-rigidly deformed 3D mesh is a challenging problem due to ambiguities arising from dimensionality differences. In the past, product graph based methods were only able to either produce fast but noisy solutions, or smooth but slow solutions (the latter enabled by higher-order costs computed in the conjugate product graph). In this work, we propose an approximation of these higher-order costs so that they can be computed in the ordinary product graph. This leads to an efficient algorithm for high-quality 2D-3D shape matching and enables novel applications, like an interactive user interface which allows to refine the solution gradually. We show theoretically that our method is efficient, and we experimentally validate that the accuracy gap of our approximation to the optimum is small in practice. Our code is available.

Poster
UniMotion: Unifying 3D Human Motion Synthesis and Understanding

Chuqiao Li, Julian Chibane, Yannan He, Naama Pearl, Andreas Geiger, Gerard Pons-Moll

展开摘要

We introduce UniMotion, the first unified multi-task human motion model capable of both flexible motion control and frame-level motion understanding. While existing works control avatar motion with global text conditioning, or with fine-grained per frame scripts, none can do both at once. In addition, none of the existing works can output frame-level text paired with the generated poses. In contrast, UniMotion allows to control motion with global text, local frame-level text, or both at once, providing more flexible control for users. Importantly, UniMotion is the first model which by design outputs local text paired with the generated poses, allowing users to know what motion happens and when, which is necessary for a wide range of applications. We show UniMotion opens up new applications: 1.) hierarchical control, allowing users to specify motion at different levels of detail, 2.) obtaining motion text descriptions for existing MoCap data or YouTube videos 3.) allowing for editability, generating motion from text, and editing the motion via text edits. Moreover, UniMotion attains state-of-the-art results for the frame-level text-to-motion task on the established HumanML3D dataset. The pre-trained model and code will be made public upon publication. We urge readers to see our results in motion in the supplementary video.

Oral
SMORE: Simultaneous Map and Object REconstruction

Nathaniel Eliot Chodosh, Anish Madan, Simon Lucey, Deva Ramanan

展开摘要

We present a method for dynamic surface reconstruction of large-scale urban scenes from LiDAR. Depth-based reconstructions tend to focus on small-scale objects or large-scale SLAM reconstructions that treat moving objects as outliers. We take a holistic perspective and optimize a compositional model of a dynamic scene that decomposes the world into rigidly-moving objects and the background. To achieve this, we take inspiration from recent novel view synthesis methods and frame the reconstruction problem as a global optimization over neural surfaces, ego poses, and object poses, which minimizes the error between composed spacetime surfaces and input LiDAR scans. In contrast to view synthesis methods, which typically minimize 2D errors with gradient descent, we minimize a 3D point-to-surface error by coordinate descent, which we decompose into registration and surface reconstruction steps. Each step can be handled well by off-the-shelf methods without any re-training. We analyze the surface reconstruction step for rolling-shutter LiDARs, and show that deskewing operations common in continuous time SLAM can be applied to dynamic objects as well, improving results over prior art by 10X. Beyond pursuing dynamic reconstruction as a goal in and of itself, we propose that such a system can be used to auto-label partially annotated sequences and produce ground truth annotation for hard-to-label problems such as depth completion and scene flow.

Poster
Geometric Correspondence Consistency in RGB-D Relative Pose Estimation

Sourav Kumar, Chiang-Heng Chien, Benjamin Kimia

展开摘要

Relative pose estimation for RGB-D cameras is crucial in a number of applications. A typical approach relies on RANSAC to find a triplet pair of 3D point correspondences from which relative pose can be derived. A key aspect to this work ensures the geometric consistency of the triplet, {\em i.e.}, pairwise distances between 3D points are preserved between the two views. Observe, however, that depth values are typically an order of magnitude less precise than feature locations, leading to large distance thresholds and admission of numerous false positives. This paper proposes that the constraint of 3D distance can be cast as a 2D constraint which we refer to as the {\em Geometric Correspondence Constraint (GCC)}. This constraint states that given one pair of correspondences, the two images are partitioned into a family nested curves such that corresponding points must lie on corresponding curves. This can act as a filter in the RANSAC process with significant savings in computation and with increased robustness and accuracy as demonstrated in experiments using TUM, ICL-NUIM, and RGBD Scene v2 datasets.

Poster