CVPR 2025 论文列表

Conference on Computer Vision and Pattern Recognition

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主题: 三维视觉 · 434 篇论文 · 重置筛选

TexGaussian: Generating High-quality PBR Material via Octree-based 3D Gaussian Splatting

Bojun Xiong, Jialun Liu, JiaKui Hu, Chenming Wu, Jinbo Wu, Xing Liu, Chen Zhao, Errui Ding, Zhouhui Lian

展开摘要

Physically Based Rendering (PBR) materials play a crucial role in modern graphics, enabling photorealistic rendering across diverse environment maps. Developing an effective and efficient algorithm that is capable of automatically generating high-quality PBR materials rather than RGB texture for 3D meshes can significantly streamline the 3D content creation. Most existing methods leverage pre-trained 2D diffusion models for multi-view image synthesis, which often leads to severe inconsistency between the generated textures and input 3D meshes. This paper presents TexGaussian, a novel method that uses octant-aligned 3D Gaussian Splatting for rapid PBR material generation. Specifically, we place each 3D Gaussian on the finest leaf node of the octree built from the input 3D mesh to render the multi-view images not only for the albedo map but also for roughness and metallic. Moreover, our model is trained in a regression manner instead of diffusion denoising, capable of generating the PBR material for a 3D mesh in a single feed-forward process. Extensive experiments on publicly available benchmarks demonstrate that our method synthesizes more visually pleasing PBR materials and runs faster than previous methods in both unconditional and text-conditional scenarios, exhibiting better consistency with the given geometry. Our code and trained models are available at https://3d-aigc.github.io/TexGaussian.

Poster
TexGarment: Consistent Garment UV Texture Generation via Efficient 3D Structure-Guided Diffusion Transformer

Jialun Liu, Jinbo Wu, Xiaobo Gao, JiaKui Hu, Bojun Xiong, Xing Liu, Chen Zhao, Hongbin Pei, Haocheng Feng, Yingying Li, Errui Ding, Jingdong Wang

展开摘要

This paper introduces TexGarment, an efficient method for synthesizing high-quality, 3D-consistent garment textures in UV space. Traditional approaches based on 2D-to-3D mapping often suffer from 3D inconsistency, while methods learning from limited 3D data lack sufficient texture diversity. These limitations are particularly problematic in garment texture generation, where high demands exist for both detail and variety. To address these challenges, TexGarment leverages a pre-trained text-to-image diffusion Transformer model with robust generalization capabilities, introducing structural information to guide the model in generating 3D-consistent garment textures in a single inference step. Specifically, We utilize the 2D UV position map to guide the layout during the UV texture generation process, ensuring a coherent texture arrangement and enhancing it by integrating global 3D structural information from the mesh surface point cloud. This combined guidance effectively aligns 3D structural integrity with 2D layout. Our method efficiently generates high-quality, diverse UV textures in a single inference step while maintaining 3D consistency. Experimental results validate the effectiveness of TexGarment, achieving state-of-the-art performance in 3D garment texture generation.

Poster
TaoAvatar: Real-Time Lifelike Full-Body Talking Avatars for Augmented Reality via 3D Gaussian Splatting

Jianchuan Chen, Jingchuan Hu, Gaige Wang, Zhonghua Jiang, Tiansong Zhou, Zhiwen Chen, chengfei lv

展开摘要

Realistic 3D full-body talking avatars hold great potential in AR, with applications ranging from e-commerce live streaming to holographic communication. Despite advances in 3D Gaussian Splatting (3DGS) for lifelike avatar creation, existing methods struggle with fine-grained control of facial expressions and body movements in full-body talking tasks. Additionally, they often lack sufficient details and cannot run in real-time on mobile devices. We present TaoAvatar, a high-fidelity, lightweight, 3DGS-based full-body talking avatar driven by various signals. Our approach starts by creating a personalized clothed human parametric template that binds Gaussians to represent appearances. We then pre-train a StyleUnet-based network to handle complex pose-dependent non-rigid deformation, which can capture high-frequency appearance details but is too resource-intensive for mobile devices. To overcome this, we "bake" the non-rigid deformations into a lightweight MLP-based network using a distillation technique and develop blend shapes to compensate for details. Extensive experiments show that TaoAvatar achieves state-of-the-art rendering quality while running in real-time across various devices, maintaining 90 FPS on high-definition stereo devices such as the Apple Vision Pro.

Highlight
Taming Video Diffusion Prior with Scene-Grounding Guidance for 3D Gaussian Splatting from Sparse Inputs

Yingji Zhong, Zhihao Li, Dave Zhenyu Chen, Lanqing HONG, Dan Xu

展开摘要

Despite recent successes in novel view synthesis using 3D Gaussian Splatting (3DGS), modeling scenes with sparse inputs remains a challenge. In this work, we address two critical yet overlooked issues in real-world sparse-input modeling: extrapolation and occlusion. To tackle these issues, we propose to use a reconstruction by generation pipeline that leverages learned priors from video diffusion models to provide plausible interpretations for regions outside the field of view or occluded. However, the generated sequences exhibit inconsistencies that do not fully benefit subsequent 3DGS modeling. To address the challenge of inconsistency, we introduce a novel scene-grounding guidance based on rendered sequences from an optimized 3DGS, which tames the diffusion model to generate consistent sequences. This guidance is training-free and does not require any fine-tuning of the diffusion model. To facilitate holistic scene modeling, we also propose a trajectory initialization method. It effectively identifies regions that are outside the field of view and occluded. We further design a scheme tailored for 3DGS optimization with generated sequences. Experiments demonstrate that our method significantly improves upon the baseline and achieves state-of-the-art performance on challenging benchmarks.

Highlight
Synthetic Prior for Few-Shot Drivable Head Avatar Inversion

Wojciech Zielonka, Stephan J. Garbin, Alexandros Lattas, George Kopanas, Paulo Gotardo, Thabo Beeler, Justus Thies, Timo Bolkart

展开摘要

We present SynShot, a novel method for the few-shot inversion of a drivable head avatar based on a synthetic prior. We tackle three major challenges. First, training a controllable 3D generative network requires a large number of diverse sequences, for which pairs of images and high-quality tracked meshes are not always available. Second, the use of real data is strictly regulated (e.g., under the General Data Protection Regulation, which mandates frequent deletion of models and data to accommodate a situation when participant's consent is withdrawn). Synthetic data, free from these constraints, is an appealing alternative. Third, state-of-the-art monocular avatar models struggle to generalize to new views and expressions, lacking a strong prior and often overfitting to a specific viewpoint distribution. Inspired by machine learning models trained solely on synthetic data, we propose a method that learns a prior model from a large dataset of synthetic heads with diverse identities, expressions, and viewpoints. With few input images, SynShot fine-tunes the pretrained synthetic prior to bridge the domain gap, modeling a photorealistic head avatar that generalizes to novel expressions and viewpoints. We model the head avatar using 3D Gaussian splatting and a convolutional encoder-decoder that outputs Gaussian parameters in UV texture space. To account for the different modeling complexities over parts of the head (e.g., skin vs hair), we embed the prior with explicit control for upsampling the number of per-part primitives. Compared to SOTA monocular and GAN-based methods, SynShot significantly improves novel view and expression synthesis.

Poster
SuperPC: A Single Diffusion Model for Point Cloud Completion, Upsampling, Denoising, and Colorization

Yi Du, Zhipeng Zhao, Shaoshu Su, Sharath Golluri, Haoze Zheng, Runmao Yao, Chen Wang

展开摘要

Point cloud (PC) processing tasks--such as completion, upsampling, denoising, and colorization--are crucial in applications like autonomous driving and 3D reconstruction. Despite substantial advancements, prior approaches often address each of these tasks independently, with separate models focused on individual issues. However, this isolated approach fails to account for the fact that defects like incompleteness, low resolution, noise, and lack of color frequently coexist, with each defect influencing and correlating with the others.Simply applying these models sequentially can lead to error accumulation from each model, along with increased computational costs. To address these challenges, we introduce SuperPC, the first unified diffusion model capable of concurrently handling all four tasks. Our approach employs a three-level-conditioned diffusion framework, enhanced by a novel spatial-mix-fusion strategy, to leverage the correlations among these four defects for simultaneous, efficient processing.We show that SuperPC outperforms the state-of-the-art specialized models as well as their combination on all four individual tasks.

Poster
Structure from Collision

Takuhiro Kaneko

展开摘要

Recent advancements in neural 3D representations, such as neural radiance fields (NeRF) and 3D Gaussian splatting (3DGS), have made accurate estimation of the 3D structure from multiview images possible. However, this capability is limited to estimating the visible external structure, and it is still difficult to identify the invisible internal structure hidden behind the surface. To overcome this limitation, we address a new task called structure from collision (SfC), which aims to estimate the structure (including the invisible internal one) of an object from the appearance changes at collision. To solve this task, we propose a novel model called SfC-NeRF, which optimizes the invisible internal structure of the object through a video sequence under physical, appearance (i.e., visible external structure)-preserving, and keyframe constraints. In particular, to avoid falling into undesirable local optima owing to its ill-posed nature, we propose volume annealing, i.e., searching for the global optima by repeatedly reducing and expanding the volume. Extensive experiments on 115 objects involving diverse structures (i.e., various cavity shapes, locations, and sizes) and various material properties reveal the properties of SfC and demonstrate the effectiveness of the proposed SfC-NeRF.

Highlight
StreetCrafter: Street View Synthesis with Controllable Video Diffusion Models

Yunzhi Yan, Zhen Xu, Haotong Lin, Haian Jin, Haoyu Guo, Yida Wang, Kun Zhan, XianPeng Lang, Hujun Bao, Xiaowei Zhou, Sida Peng

展开摘要

This paper aims to tackle the problem of photorealistic view synthesis from vehicle sensors data. Recent advancements in neural scene representation have achieved notable success in rendering high-quality autonomous driving scenes,but the performance significantly degrades as the viewpoint deviates from the training trajectory. To mitigate this problem, we introduce StreetCrafter, a novel controllable video diffusion model that utilizes LiDAR point cloud renderings as pixel-level conditions, which fully exploits the generative prior for novel view synthesis, while preserving precise camera control.Moreover, the utilization of pixel-level LiDAR condition allows us to make accurate pixel-level edits to target scenes.In addition, the generative prior of StreetCrafter can be effectively incorporated into dynamic scene representations to achieve real-time rendering. Experiments on Waymo Open and Pandaset datasets demonstrate that our model enables flexible control over viewpoint changes, enlarging the view synthesis regions for satisfying rendering, which outperforms existing methods.

Poster
Steepest Descent Density Control for Compact 3D Gaussian Splatting

Peihao Wang, Yuehao Wang, Dilin Wang, Sreyas Mohan, Zhiwen Fan, Lemeng Wu, Ruisi Cai, Yu-Ying Yeh, Zhangyang Wang, Qiang Liu, Rakesh Ranjan

展开摘要

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for densification, determine the minimal number of offspring Gaussians, identify the optimal parameter update direction, and provide an analytical solution for normalizing off-spring opacity. Building on these insights, we introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud. SteepGS achieves a 50% reduction in Gaussian points without compromising rendering quality, significantly enhancing both efficiency and scalability.

Poster
Split Adaptation for Pre-trained Vision Transformers

Lixu Wang, Bingqi Shang, Yi Li, Payal Mohapatra, Wei Dong, Xiao Wang, Qi Zhu

展开摘要

Vision Transformers (ViTs), extensively pre-trained on large-scale datasets, have become fundamental to foundation models, enabling adaptation to diverse downstream tasks. Existing adaptation methods typically require direct data access, rendering them infeasible in privacy-sensitive domains where clients are often reluctant to share their data. A straightforward solution may be sending the pre-trained ViT to clients for local adaptation, which poses issues of model intellectual property and incurs heavy client computation overhead. To address these issues, we propose a novel split adaptation (SA) method that enables effective downstream adaptation while protecting data and models. SA, inspired by split learning (SL), segments the pre-trained ViT into a frontend and a backend, with only the frontend shared with the client for data representation extraction. But unlike regular SL, SA replaces frontend parameters with low-bit quantized values, preventing direct exposure of the model. SA allows the client to add bi-level noise to the frontend and the extracted data representations, ensuring data protection. Accordingly, SA incorporates data-level and model-level out-of-distribution enhancements to mitigate noise injection's impact. Our SA focuses on the challenging few-shot adaptation and adopts patch retrieval augmentation for overfitting alleviation. Extensive experiments on multiple datasets validate SA's superiority over state-of-the-art methods and demonstrate its defense against advanced data reconstruction attacks while preventing model leakage with minimal computation cost on the client side. The source codes can be found at https://github.com/conditionWang/Split_Adaptation.

Poster
SplineGS: Robust Motion-Adaptive Spline for Real-Time Dynamic 3D Gaussians from Monocular Video

Jongmin Park, Minh-Quan Viet Bui, Juan Luis Gonzalez Bello, Jaeho Moon, Jihyong Oh, Munchurl Kim

展开摘要

Synthesizing novel views from in-the-wild monocular videos is challenging due to scene dynamics and the lack of multi-view cues. To address this, we propose SplineGS, a COLMAP-free dynamic 3D Gaussian Splatting (3DGS) framework for high-quality reconstruction and fast rendering from monocular videos. At its core is a novel Motion-Adaptive Spline (MAS) method, which represents continuous dynamic 3D Gaussian trajectories using cubic Hermite splines with a small number of control points. For MAS, we introduce a Motion-Adaptive Control points Pruning (MACP) method to model the deformation of each dynamic 3D Gaussian across varying motions, progressively pruning control points while maintaining dynamic modeling integrity. Additionally, we present a joint optimization strategy for camera parameter estimation and 3D Gaussian attributes, leveraging photometric and geometric consistency. This eliminates the need for Structure-from-Motion preprocessing and enhances SplineGS's robustness in real-world conditions. Experiments show that SplineGS significantly outperforms state-of-the-art methods in novel view synthesis quality for dynamic scenes from monocular videos, achieving thousands times faster rendering speed.

Poster
Splatter-360: Generalizable 360 Gaussian Splatting for Wide-baseline Panoramic Images

Zheng Chen, Chenming Wu, Zhelun Shen, Chen Zhao, Weicai Ye, Haocheng Feng, Errui Ding, Song-Hai Zhang

展开摘要

Wide-baseline panoramic images are frequently used in applications like VR and simulations to minimize capturing labor costs and storage needs. However, synthesizing novel views from these panoramic images in real time remains a significant challenge, especially due to panoramic imagery's high resolution and inherent distortions. Although existing 3D Gaussian splatting (3DGS) methods can produce photo-realistic views under narrow baselines, they often overfit the training views when dealing with wide-baseline panoramic images due to the difficulty in learning precise geometry from sparse 360^ \circ views. This paper presents Splatter-360, a novel end-to-end generalizable 3DGS framework designed to handle wide-baseline panoramic images. Unlike previous approaches, Splatter-360 performs multi-view matching directly in the spherical domain by constructing a spherical cost volume through a spherical sweep algorithm, enhancing the network's depth perception and geometry estimation. Additionally, we introduce a 3D-aware bi-projection encoder to mitigate the distortions inherent in panoramic images and integrate cross-view attention to improve feature interactions across multiple viewpoints. This enables robust 3D-aware feature representations and real-time rendering capabilities. Experimental results on the HM3D and Replica demonstrate that Splatter-360 significantly outperforms state-of-the-art NeRF and 3DGS methods (e.g., PanoGRF, MVSplat, DepthSplat, and HiSplat) in both synthesis quality and generalization performance for wide-baseline panoramic images. Code and trained models are available at https://3d-aigc.github.io/Splatter-360/.

Poster
SplatFlow: Self-Supervised Dynamic Gaussian Splatting in Neural Motion Flow Field for Autonomous Driving

Su Sun, Cheng Zhao, Zhuoyang Sun, Yingjie Victor Chen, Mei Chen

展开摘要

Most existing Dynamic Gaussian Splatting methods for complex dynamic urban scenarios rely on accurate object-level supervision from expensive manual labeling, limiting their scalability in real-world applications. In this paper, we introduce SplatFlow, a Self-Supervised Dynamic Gaussian Splatting within Neural Motion Flow Fields (NMFF) to learn 4D space-time representations without requiring tracked 3D bounding boxes, enabling accurate dynamic scene reconstruction and novel view RGB/depth/flow synthesis. SplatFlow designs a unified framework to seamlessly integrate time-dependent 4D Gaussian representation within NMFF, where NMFF is a set of implicit functions to model temporal motions of both LiDAR points and Gaussians as continuous motion flow fields. Leveraging NMFF, SplatFlow effectively decomposes static background and dynamic objects, representing them with 3D and 4D Gaussian primitives, respectively. NMFF also models the correspondences of each 4D Gaussian across time, which aggregates temporal features to enhance cross-view consistency of dynamic components. SplatFlow further improves dynamic object identification by distilling features from 2D foundation models into 4D space-time representation. Comprehensive evaluations conducted on the Waymo and KITTI Datasets validate SplatFlow's state-of-the-art (SOTA) performance for both image reconstruction and novel view synthesis in dynamic urban scenarios.

Highlight
SplatFlow: Multi-View Rectified Flow Model for 3D Gaussian Splatting Synthesis

Hyojun Go, Byeongjun Park, Jiho Jang, Jin-Young Kim, Soonwoo Kwon, Changick Kim

展开摘要

Text-based generation and editing of 3D scenes hold significant potential for streamlining content creation through intuitive user interactions. While recent advances leverage 3D Gaussian Splatting (3DGS) for high-fidelity and real-time rendering, existing methods are often specialized and task-focused, lacking a unified framework for both generation and editing. In this paper, we introduce SplatFlow, a comprehensive framework that addresses this gap by enabling direct 3DGS generation and editing. SplatFlow comprises two main components: a multi-view rectified flow (RF) model and a Gaussian Splatting Decoder (GSDecoder). The multi-view RF model operates in latent space, generating multi-view images, depths, and camera poses simultaneously, conditioned on text prompts--thus addressing challenges like diverse scene scales and complex camera trajectories in real-world settings. Then, the GSDecoder efficiently translates these latent outputs into 3DGS representations through a feed-forward 3DGS method. Leveraging training-free inversion and inpainting techniques, SplatFlow enables seamless 3DGS editing and supports a broad range of 3D tasks--including object editing, novel view synthesis, and camera pose estimation--within a unified framework without requiring additional complex pipelines. We validate SplatFlow's capabilities on the MVImgNet and DL3DV-7K datasets, demonstrating its versatility and effectiveness in various 3D generation, editing, and inpainting-based tasks.

Poster
SplatAD: Real-Time Lidar and Camera Rendering with 3D Gaussian Splatting for Autonomous Driving

Georg Hess, Carl Lindström, Maryam Fatemi, Christoffer Petersson, Lennart Svensson

展开摘要

Ensuring the safety of autonomous robots, such as self-driving vehicles, requires extensive testing across diverse driving scenarios. Simulation is a key ingredient for conducting such testing in a cost-effective and scalable way. Neural rendering methods have gained popularity, as they can build simulation environments from collected logs in a data-driven manner. However, existing neural radiance field (NeRF) methods for sensor-realistic rendering of camera and lidar data suffer from low rendering speeds, limiting their applicability for large-scale testing. While 3D Gaussian Splatting (3DGS) enables real-time rendering, current methods are limited to camera data and are unable to render lidar data essential for autonomous driving. To address these limitations, we propose SplatAD, the first 3DGS-based method for realistic, real-time rendering of dynamic scenes for both camera and lidar data. SplatAD accurately models key sensor-specific phenomena such as rolling shutter effects, lidar intensity, and lidar ray dropouts, using purpose-built algorithms to optimize rendering efficiency. Evaluation across three autonomous driving datasets demonstrates that SplatAD achieves state-of-the-art rendering quality with up to +2 PSNR for NVS and +3 PSNR for reconstruction while increasing rendering speed over NeRF-based methods by an order of magnitude. Code to be released upon publication.

Poster
Speedy-Splat: Fast 3D Gaussian Splatting with Sparse Pixels and Sparse Primitives

Alex Hanson, Allen Tu, Geng Lin, Vasu Singla, Matthias Zwicker, Tom Goldstein

展开摘要

3D Gaussian Splatting (3D-GS) is a recent 3D scene reconstruction technique that enables real-time rendering of novel views by modeling scenes as parametric point clouds of differentiable 3D Gaussians. However, its rendering speed and model size still present bottlenecks, especially in resource-constrained settings. In this paper, we identify and address two key inefficiencies in 3D-GS to substantially improve rendering speed.These improvements also yield the ancillary benefits of reduced model size and training time. First, we optimize the rendering pipeline to precisely localize Gaussians in the scene, boosting rendering speed without altering visual fidelity. Second, we introduce a novel pruning technique and integrate it into the training pipeline, significantly reducing model size and training time while further raising rendering speed. Our Speedy-Splat approach combines these techniques to accelerate average rendering speed by a drastic 6.71x across scenes from the Mip-NeRF 360, Tanks&Temples, and Deep Blending datasets.

Poster
SpectroMotion: Dynamic 3D Reconstruction of Specular Scenes

Cheng-De Fan, Chen-Wei Chang, Yi-Ruei Liu, Jie-Ying Lee, Jiun-Long Huang, Yu-Chee Tseng, Yu-Lun Liu

展开摘要

We present SpectroMotion, a novel approach that combines 3D Gaussian Splatting (3DGS) with physically-based rendering (PBR) and deformation fields to reconstruct dynamic specular scenes. Previous methods extending 3DGS to model dynamic scenes have struggled to represent specular surfaces accurately. Our method addresses this limitation by introducing a residual correction technique for accurate surface normal computation during deformation, complemented by a deformable environment map that adapts to time-varying lighting conditions. We implement a coarse-to-fine training strategy significantly enhancing scene geometry and specular color prediction. It is the only existing 3DGS method capable of synthesizing photorealistic real-world dynamic specular scenes, outperforming state-of-the-art methods in rendering complex, dynamic, and specular scenes. Please see our project page at https://cdfan0627.github.io/spectromotion/.

Poster
Spectral Informed Mamba for Robust Point Cloud Processing

Ali Bahri, Moslem Yazdanpanah, Mehrdad Noori, Sahar Dastani, Milad Cheraghalikhani, Gustavo Adolfo Vargas Hakim, David OSOWIECHI, Farzad Beizaee, Ismail Ben Ayed, Christian Desrosiers

展开摘要

State Space Models (SSMs) have shown significant promise in Natural Language Processing (NLP) and, more recently, computer vision. This paper introduces a new methodology leveraging Mamba and Masked Autoencoder (MAE) networks for point cloud data in both supervised and self-supervised learning. We propose three key contributions to enhance Mamba's capability in processing complex point cloud structures. First, we exploit the spectrum of a graph Laplacian to capture patch connectivity, defining an isometry-invariant traversal order that is robust to viewpoints and better captures shape manifolds than traditional 3D grid-based traversals. Second, we adapt segmentation via a recursive patch partitioning strategy informed by Laplacian spectral components, allowing finer integration and segment analysis. Third, we address token placement in MAE for Mamba by restoring tokens to their original positions, which preserves essential order and improves learning. Extensive experiments demonstrate our approach's improvements in classification, segmentation, and few-shot tasks over state-of-the-art (SOTA) baselines.

Poster
SpecTRe-GS: Modeling Highly Specular Surfaces with Reflected Nearby Objects by Tracing Rays in 3D Gaussian Splatting

Jiajun Tang, Fan Fei, Zhihao Li, Xiao Tang, Shiyong Liu, Youyu Chen, Binxiao Huang, Zhenyu Chen, Xiaofei Wu, Boxin Shi

展开摘要

3D Gaussian Splatting (3DGS), a recently emerged multi-view 3D reconstruction technique, has shown significant advantages in real-time rendering and explicit editing. However, 3DGS encounters challenges in the accurate modeling of both high-frequency view-dependent appearances and global illumination effects, including inter-reflection. This paper introduces SpecTRe-GS, which addresses these challenges and models highly Specular surfaces that reflect nearby objects through Tracing Rays in 3D Gaussian Splatting. SpecTRe-GS separately models reflections from highly specular and rough surfaces to leverage the distinctions between their reflective properties and integrates an efficient ray tracer within the 3DGS framework for querying secondary rays, thus achieving fast and accurate rendering. Also, it incorporates normal prior guidance and joint geometry optimization at various stages of the training process to enhance geometry reconstruction for undistorted reflections. Experiments on both synthetic and real-world scenes demonstrate the superiority of SpecTRe-GS compared to existing 3DGS-based methods in capturing highly specular inter-reflections and also showcase its editing applications.

Highlight
SpatialDreamer: Self-supervised Stereo Video Synthesis from Monocular Input

Zhen Lv, Yangqi Long, Congzhentao Huang, Cao Li, chengfei lv, Hao Ren, Dian Zheng

展开摘要

Stereo video synthesis from monocular input is challenging in spatial computing and virtual reality due to the lack of high-quality stereo video pairs for training and the difficulty of maintaining spatio-temporal consistency between frames. Existing methods primarily address these issues by directly applying novel view synthesis (NVS) techniques to video, while facing limitations such as the inability to effectively represent dynamic scenes and the requirement for extensive training data. In this paper, we introduce a novel self-supervised stereo video synthesis paradigm via a video diffusion model, termed SpatialDreamer, which meets the challenges head-on. Firstly, to address the stereo video data insufficiency, we propose a Depth based Video Generation module DVG, which employs a forward-backward rendering mechanism to generate paired videos with geometric and temporal priors. Leveraging data generated by DVG, we propose RefinerNet along with a self-supervised synthetic framework designed to facilitate efficient and dedicated training.More importantly, we devise a consistency control module, which consists of a metric of stereo deviation strength and a Temporal Interaction Learning module TIL for geometric and temporal consistency ensurance respectively. We evaluated the proposed method against various benchmark methods, with the results showcasing its superior performance.

Poster