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

SpatialCLIP: Learning 3D-aware Image Representations from Spatially Discriminative Language

Zehan Wang, Sashuai Zhou, Shaoxuan He, Haifeng Huang, Lihe Yang, Ziang Zhang, Xize Cheng, Shengpeng Ji, Tao Jin, Hengshuang Zhao, Zhou Zhao

展开摘要

Contrastive Language-Image Pre-training (CLIP) learns robust visual models through language supervision, making it a crucial visual encoding technique for various applications. However, CLIP struggles with comprehending spatial concepts in images, potentially restricting the spatial intelligence of CLIP-based AI systems. In this work, we propose SpatialCLIP, an enhanced version of CLIP with better spatial understanding capabilities. To capture the intricate 3D spatial relationships in images, we improve both "visual model" and "language supervision" of CLIP. Specifically, we design 3D-inspired ViT to replace the standard ViT in CLIP. By lifting 2D image tokens into 3D space and incorporating design insights from point cloud networks, our visual model gains greater potential for spatial perception. Meanwhile, captions with accurate and detailed spatial information are very rare. To explore better language supervision for spatial understanding, we re-caption images and perturb their spatial phrases as negative descriptions, which compels the visual model to seek spatial cues to distinguish these hard negative captions. With the enhanced visual model, we introduce SpatialLLaVA, following the same LLaVA-1.5 training protocol, to investigate the importance of visual representations for MLLM's spatial intelligence. Furthermore, we create SpatialBench, a benchmark specifically designed to evaluate CLIP and MLLM in spatial reasoning. SpatialCLIP and SpatialLLaVA achieve substantial performance improvements, demonstrating stronger capabilities in spatial perception and reasoning, while maintaining comparable results on general-purpose benchmarks.

Poster
Sparse2DGS: Geometry-Prioritized Gaussian Splatting for Surface Reconstruction from Sparse Views

Jiang Wu, Rui Li, Yu Zhu, Rong Guo, Jinqiu Sun, Yanning Zhang

展开摘要

We present a Gaussian Splatting method for surface reconstruction using sparse input views. Previous methods relying on dense views struggle with extremely sparse Structure-from-Motion points for initialization. While learning-based Multi-view Stereo (MVS) provides dense 3D points, directly combining it with Gaussian Splatting leads to suboptimal results due to the ill-posed nature of sparse-view geometric optimization. We propose Sparse2DGS, an MVS-initialized Gaussian Splatting pipeline for complete and accurate reconstruction. Our key insight is to incorporate the geometric-prioritized enhancement schemes, allowing for direct and robust geometric learning under ill-posed conditions. Sparse2DGS outperforms existing methods by notable margins, with 1.13 Chamfer Distance error compared to 2DGS (2.81) on the DTU dataset using 3 views. Meanwhile, our method is 2x faster than NeRF-based fine-tuning approach. Code is available at https://github.com/Wuuu3511/Sparse2DGS.

Poster
Sparse Voxels Rasterization: Real-time High-fidelity Radiance Field Rendering

Cheng Sun, Jaesung Choe, Charles Loop, Wei-Chiu Ma, Yu-Chiang Frank Wang

展开摘要

We propose an efficient radiance field rendering algorithm that incorporates a rasterization process on adaptive sparse voxels without neural networks or 3D Gaussians. There are two key contributions coupled with the proposed system. The first is to adaptively and explicitly allocate sparse voxels to different levels of detail within scenes, faithfully reproducing scene details with 65536^3 grid resolution while achieving high rendering frame rates. Second, we customize a rasterizer for efficient adaptive sparse voxels rendering. We render voxels in the correct depth order by using ray direction-dependent Morton ordering, which avoids the well-known popping artifact found in Gaussian splatting. Our method improves the previous neural-free voxel model by over 4db PSNR and more than 10x FPS speedup, achieving state-of-the-art comparable novel-view synthesis results. Additionally, our voxel representation is seamlessly compatible with grid-based 3D processing techniques such as Volume Fusion, Voxel Pooling, and Marching Cubes, enabling a wide range of future extensions and applications. Code at https://github.com/NVlabs/svraster

Poster
Sparse Point Cloud Patches Rendering via Splitting 2D Gaussians

Changfeng Ma, Ran Bi, Jie Guo, Chongjun Wang, Yanwen Guo

展开摘要

Current learning-based methods predict NeRF or 3D Gaussians from point clouds to achieve photo-realistic rendering but still depend on categorical priors, dense point clouds, or additional refinements. Hence, we introduce a novel point cloud rendering method by predicting 2D Gaussians from point clouds. Our method incorporates two identical modules with an entire-patch architecture enabling the network to be generalized to multiple datasets. The module normalizes and initializes the Gaussians utilizing the point cloud information including normals, colors and distances. Then, splitting decoders are employed to refine the initial Gaussians by duplicating them and predicting more accurate results, making our methodology effectively accommodate sparse point clouds as well. Once trained, our approach exhibits direct generalization to point clouds across different categories. The predicted Gaussians are employed directly for rendering without additional refinement on the rendered images, retaining the benefits of 2D Gaussians. We conduct extensive experiments on various datasets, and the results demonstrate the superiority and generalization of our method, which achieves SOTA performance.

Poster
Sonata: Self-Supervised Learning of Reliable Point Representations

Xiaoyang Wu, Daniel DeTone, Duncan Frost, Tianwei Shen, Chris Xie, Nan Yang, Jakob Engel, Richard Newcombe, Hengshuang Zhao, Julian Straub

展开摘要

In this paper, we question whether we have a reliable self-supervised point cloud model that can be used for diverse 3D tasks via simple linear probing, even with limited data and minimal computation. We find that existing 3D self-supervised learning approaches fall short when evaluated on representation quality through linear probing. We hypothesize that this is due to what we term the "geometric shortcut", which causes representations to collapse to low-level spatial features. This challenge is unique to 3D and arises from the sparse nature of point cloud data. We address it through two key strategies: obscuring spatial information and enhancing the reliance on input features, ultimately composing a Sonata of 140k point clouds through self-distillation. Sonata is simple and intuitive, yet its learned representations are strong and reliable: zero-shot visualizations demonstrate semantic grouping, alongside strong spatial reasoning through nearest-neighbor relationships. Sonata demonstrates exceptional parameter and data efficiency, tripling linear probing accuracy (from 21.8% to 72.5%) on ScanNet and nearly doubling performance with only 1% of the data compared to previous approaches. Full fine-tuning further advances SOTA across both 3D indoor and outdoor perception tasks.

Highlight
Sketchy Bounding-box Supervision for 3D Instance Segmentation

Qian Deng, Le Hui, Jin Xie, Jian Yang

展开摘要

Bounding box supervision has gained considerable attention in weakly supervised 3D instance segmentation. While this approach alleviates the need for extensive point-level annotations, obtaining accurate bounding boxes in practical applications remains challenging. To this end, we explore the inaccurate bounding box, named sketchy bounding box, which is imitated through perturbing ground truth bounding box by adding scaling, translation, and rotation. In this paper, we propose Sketchy-3DIS, a novel weakly 3D instance segmentation framework, which jointly learns pseudo labeler and segmentator to improve the performance under the sketchy bounding-box supervisions. Specifically, we first propose an adaptive box-to-point pseudo labeler that adaptively learns to assign points located in the overlapped parts between two sketchy bounding boxes to the correct instance, resulting in compact and pure pseudo instance labels. Then, we present a coarse-to-fine instance segmentator that first predicts coarse instances from the entire point cloud and then learns fine instances based on the region of coarse instances. Finally, by using the pseudo instance labels to supervise the instance segmentator, we can gradually generate high-quality instances through joint training. Extensive experiments show that our method achieves state-of-the-art performance on both the ScanNetV2 and S3DIS benchmarks, and even outperforms several fully supervised methods using sketchy bounding boxes. Code is available at https://github.com/dengq7/Sketchy-3DIS.

Poster
SinGS: Animatable Single-Image Human Gaussian Splats with Kinematic Priors

Yufan Wu, Xuanhong Chen, Wen Li, Shunran Jia, Hualiang Wei, Kairui Feng, Jialiang Chen, Yuhan Li, Ang He, Weimin Zhang, Bingbing Ni, Wenjun Zhang

展开摘要

Despite significant advances in accurately estimating geometry in contemporary single-image 3D human reconstruction, creating a high-quality, efficient, and animatable 3D avatar remains an open challenge. Two key obstacles persist: incomplete observation and inconsistent 3D priors. To address these challenges, we propose SinGS, aiming to achieve high-quality and efficient animatable 3D avatar reconstruction. At the heart of SinGS are two key components: Kinematic Human Diffusion and Geometry-Preserving 3D Gaussain Splatting. The former is a foundational human model that samples within pose space to generate a highly 3D-consistent and high-quality sequence of human images, inferring unseen viewpoints and providing kinematic priors. The latter is a system that reconstructs a compact, high-quality 3D avatar even under imperfect priors, achieved through a novel semantic Laplacian regularization and a geometry-preserving density control strategy that enable precise and compact assembly of 3D primitives. Extensive experiments demonstrate that SinGS enables lifelike, animatable human reconstructions, maintaining both high quality and inference efficiency (up to 70FPS).

Poster
Similarity-Guided Layer-Adaptive Vision Transformer for UAV Tracking

Chaocan Xue, Bineng Zhong, Qihua Liang, Yaozong Zheng, Ning Li, Yuanliang Xue, Shuxiang Song

展开摘要

Vision transformers (ViTs) have emerged as a popular backbone for visual tracking. However, complete ViT architectures are too cumbersome to deploy for unmanned aerial vehicle (UAV) tracking which extremely emphasizes efficiency. In this study, we discover that many layers within lightweight ViT-based trackers tend to learn relatively redundant and repetitive target representations. Based on this observation, we propose a similarity-guided layer adaptation approach to optimize the structure of ViTs. Our approach dynamically disables a large number of representation-similar layers and selectively retains only a single optimal layer among them, aiming to achieve a better accuracy-speed trade-off. By incorporating this approach into existing ViTs, we tailor previously complete ViT architectures into an efficient similarity-guided layer-adaptive framework, namely SGLATrack, for real-time UAV tracking. Extensive experiments on six tracking benchmarks verify the effectiveness of the proposed approach, and show that our SGLATrack achieves a state-of-the-art real-time speed while maintaining competitive tracking precision. Codes and models are available at https://github.com/GXNU-ZhongLab/SGLATrack.

Poster
SimVS: Simulating World Inconsistencies for Robust View Synthesis

Alex Trevithick, Roni Paiss, Philipp Henzler, Dor Verbin, Rundi Wu, Hadi Alzayer, Ruiqi Gao, Ben Poole, Jonathan T. Barron, Aleksander Holynski, Ravi Ramamoorthi, Pratul P. Srinivasan

展开摘要

Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies.

Poster
ShowMak3r: Compositional TV Show Reconstruction

Sangmin Kim, Seunguk Do, Jaesik Park

展开摘要

Reconstructing dynamic radiance fields from video clips is challenging, especially when entertainment videos like TV shows are given. Many challenges make the reconstruction difficult due to (1) actors occluding with each other and having diverse facial expressions, (2) cluttered stages, and (3) small baseline views or sudden shot changes. To address these issues, we present ShowMak3r, a comprehensive reconstruction pipeline that allows the editing of scenes like how video clips are made in a production control room. In ShowMak3r, a 3DLocator module locates recovered actors on the stage using depth prior, and estimates unseen human poses via interpolation. The proposed ShotMatcher module then tracks the actors under shot changes. Furthermore, ShowMak3r introduces a face-fitting network that dynamically recovers the actors' expressions. Experiments on Sitcoms3D dataset show that our pipeline can reassemble TV show scenes with new cameras at different timestamps. We also demonstrate that ShowMak3r enables interesting applications such as synthetic shot-making, actor relocation, insertion, deletion, and pose manipulation. Project page : https://nstar1125.github.io/showmak3r

Poster
Shading Meets Motion: Self-supervised Indoor 3D Reconstruction Via Simultaneous Shape-from-Shading and Structure-from-Motion

Guoyu Lu

展开摘要

Scene reconstruction has a wide range of applications in computer vision and robotics. To build practical constraints and feature Scene reconstruction has a wide range of applications in computer vision and robotics. To build practical constraints and feature correspondences, rich textures and distinguished gradient variations are particularly required in classic and learning-based SfM. When building low-texture regions with repeated patterns, especially mostly-white indoor rooms, there is a significant drop in performance. In this work, we propose Shading-SfM-Net, a novel framework for simultaneously learning a shape-from-shading network based on the inverse rendering constraint and a structure-from-motion framework based on warped keypoint and geometric consistency, to improve structure-from-motion and surface reconstruction for low-texture indoor scenes. Shading-SfM-Net tightly incorporates the surface shape consistency and 3D geometric registration loss in order to dig into their mutual information and further overcome the instability on flat regions. We evaluate the proposed framework on texture-less indoor scenes (NYUv2 and ScanNet), and show that by simultaneously learning shading, motion and shape, our pipeline is able to achieve state-of-the-art performance with superior generalization capability for unseen texture-less datasets.

Poster
SfM-Free 3D Gaussian Splatting via Hierarchical Training

Bo Ji, Angela Yao

展开摘要

Standard 3D Gaussian Splatting (3DGS) relies on known or pre-computed camera poses and a sparse point cloud, obtained from structure-from-motion (SfM) preprocessing, to initialize and grow 3D Gaussians. We propose a novel SfM-Free 3DGS (SFGS) method for video input, eliminating the need for known camera poses and SfM preprocessing. Our approach introduces a hierarchical training strategy that trains and merges multiple 3D Gaussian representations -- each optimized for specific scene regions -- into a single, unified 3DGS model representing the entire scene. To compensate for large camera motions, we leverage video frame interpolation models. Additionally, we incorporate multi-source supervision to reduce overfitting and enhance representation. Experimental results reveal that our approach significantly surpasses state-of-the-art SfM-free novel view synthesis methods. On the Tanks and Temples dataset, we improve PSNR by an average of 2.25dB, with a maximum gain of 3.72dB in the best scene. On the CO3D-V2 dataset, we achieve an average PSNR boost of 1.74dB, with a top gain of 3.90dB. The code is available at \href https://github.com/jibo27/3DGS_Hierarchical_Training/ https://github.com/jibo27/3DGS_Hierarchical_Training .

Poster
SeqAfford: Sequential 3D Affordance Reasoning via Multimodal Large Language Model

Chunlin Yu, Hanqing Wang, Ye Shi, Haoyang Luo, Sibei Yang, Jingyi Yu, Jingya Wang

展开摘要

3D affordance segmentation aims to link human instructions to touchable regions of 3D objects for embodied manipulations. Existing efforts typically adhere to single-object, single-affordance paradigms, where each affordance type or explicit instruction strictly corresponds to a specific affordance region and are unable to handle long-horizon tasks. Such a paradigm cannot actively reason about complex user intentions that often imply sequential affordances. In this paper, we introduce the Sequential 3D Affordance Reasoning task, which extends the traditional paradigm by reasoning from cumbersome user intentions and then decomposing them into a series of segmentation maps. Toward this, we construct the first instruction-based affordance segmentation benchmark that includes reasoning over both single and sequential affordances, comprising 180K instruction-point cloud pairs. Based on the benchmark, we propose our model, SeqAfford, to unlock the 3D multi-modal large language model with additional affordance segmentation abilities, which ensures reasoning with world knowledge and fine-grained affordance grounding in a cohesive framework. We further introduce a multi-granular language-point integration module to endow 3D dense prediction. Extensive experimental evaluations show that our model excels over well-established methods and exhibits open-world generalization with sequential reasoning abilities.

Poster
SelfSplat: Pose-Free and 3D Prior-Free Generalizable 3D Gaussian Splatting

Gyeongjin Kang, Jisang Yoo, Jihyeon Park, Seungtae Nam, Hyeonsoo Im, Sangheon Shin, Sangpil Kim, Eunbyung Park

展开摘要

We propose SelfSplat, a novel 3D Gaussian Splatting model designed to perform pose-free and 3D prior-free generalizable 3D reconstruction from unposed multi-view images. These settings are inherently ill-posed due to the lack of ground-truth data, learned geometric information, and the need to achieve accurate 3D reconstruction without finetuning, making it difficult for conventional methods to achieve high-quality results. Our model addresses these challenges by effectively integrating explicit 3D representations with self-supervised depth and pose estimation techniques, resulting in reciprocal improvements in both pose accuracy and 3D reconstruction quality. Furthermore, we incorporate a matching-aware pose estimation network and a depth refinement module to enhance geometry consistency across views, ensuring more accurate and stable 3D reconstructions. To present the performance of our method, we evaluated it on large-scale real-world datasets, including RealEstate10K, ACID, and DL3DV. SelfSplat achieves superior results over previous state-of-the-art methods in both appearance and geometry quality, also demonstrates strong cross-dataset generalization capabilities. Extensive ablation studies and analysis also validate the effectiveness of our proposed methods.

Poster
Self-Supervised Large Scale Point Cloud Completion for Archaeological Site Restoration

Aocheng Li, James R. Zimmer-Dauphinee, Rajesh Kalyanam, Ian Lindsay, Parker VanValkenburgh, Steven Wernke, Daniel Aliaga

展开摘要

Point cloud completion helps restore partial incomplete point clouds suffering occlusions. Current self-supervised methods fail to give high fidelity completion for large objects with missing surfaces and unbalanced distribution of available points. In this paper, we present a novel method for restoring large-scale point clouds with limited and imbalanced ground-truth. Using rough boundary annotations for a region of interest, we project the original point clouds into a multiple-center-of-projection (MCOP) image, where fragments are projected to images of 5 channels (RGB, depth, and rotation). Completion of the original point cloud is reduced to inpainting the missing pixels in the MCOP images. Due to lack of complete structures and an unbalanced distribution of existing parts, we develop a self-supervised scheme which learns to infill the MCOP image with points resembling existing "complete" patches. Special losses are applied to further enhance the regularity and consistency of completed MCOP images, which is mapped back to 3D to form final restoration. Extensive experiments demonstrate the superiority of our method in completing 600+ incomplete and unbalanced archaeological structures in Peru.

Poster
Seeing is Not Believing: Adversarial Natural Object Optimization for Hard-Label 3D Scene Attacks

Daizong Liu, Wei Hu

展开摘要

Deep learning models for 3D data have shown to be vulnerable to adversarial attacks, which have received increasing attention in various safety-critical applications such as autonomous driving and robotic navigation. Existing 3D attackers mainly put effort into attacking the simple 3D classification model by perturbing point cloud objects in the white/black-box setting. However, real-world 3D applications focus on tackling more complicated scene-based data while sharing no information about the model parameters and logits with users. Therefore, directly applying previous naive 3D attack methods to these applications does not work. To this end, this paper attempts to address the challenging hard-label 3D scene attack with access only to the input/output of the 3D models. To make the attack effective and stealthy, we propose to generate universal adversarial objects, which will mislead scene-aware 3D models to predict attacker-chosen labels whenever these objects are placed on any scene input. Specifically, we inject an imperceptible object trigger with further perturbations into all scenes and learn to mislead their reasoning by only querying the 3D model. We start by initializing the trigger pattern with a realistic object and searching for an appropriate location to place it naturally in the scene data. Then, we design a novel weighted gradient estimation strategy to perturb the object trigger with additive slight noise to make them adversarial in an iterative optimization procedure. Extensive experiments demonstrate that our attack can achieve superior performance on seven 3D models and three scene-based datasets, with satisfactory adversarial imperceptibility and strong resistance to defense methods.

Poster
Seeing A 3D World in A Grain of Sand

Yufan Zhang, Yu Ji, Yu Guo, Jinwei Ye

展开摘要

We present a snapshot imaging technique for recovering 3D surrounding views of miniature scenes. Due to their intricacy, miniature scenes with objects sized in millimeters are difficult to reconstruct, yet miniatures are common in life and their 3D digitalization is desirable. We design a catadioptric imaging system with a single camera and eight pairs of planar mirrors for snapshot 3D reconstruction from a dollhouse perspective. We place paired mirrors on nested pyramid surfaces for capturing surrounding multi-view images in a single shot. Our mirror design is customizable based on the size of the scene for optimized view coverage. We use the 3D Gaussian Splatting (3DGS) representation for scene reconstruction and novel view synthesis. We overcome the challenge posed by our sparse view input by integrating visual hull-derived depth constraint. Our method demonstrates state-of-the-art performance on a variety of synthetic and real miniature scenes.

Poster
SeaLion: Semantic Part-Aware Latent Point Diffusion Models for 3D Generation

Dekai Zhu, Yan Di, Stefan Gavranovic, Slobodan Ilic

展开摘要

Denoising diffusion probabilistic models have achieved significant success in point cloud generation, enabling numerous downstream applications, such as generative data augmentation and 3D model editing. However, little attention has been given to generating point clouds with point-wise segmentation labels, as well as to developing evaluation metrics for this task. Therefore, in this paper, we present SeaLion, a novel diffusion model designed to generate high-quality and diverse point cloud with fine-grained segmentation labels. Specifically, we introduce the semantic part-aware latent point diffusion technique, which leverages the intermediate features of the generative models to jointly predict the noise for perturbed latent points and associated part segmentation labels during the denoising process, and subsequently decodes the latent points to point clouds conditioned on part segmentation labels. To effectively evaluate the quality of generated point clouds, we introduce a novel point cloud pairwise distance calculation method named part-aware Chamfer distance (p-CD). This method enables existing metrics, such as 1-NNA, to measure both the local structural quality and inter-part coherence of generated point clouds. Experiments on the large-scale synthetic dataset ShapeNet and real-world medical dataset IntrA, demonstrate that SeaLion achieves remarkable performance in generation quality and diversity, outperforming the existing state-of-the-art model, DiffFacto, by 13.33% and 6.52% on 1-NNA (p-CD) across the two datasets. Experimental analysis shows that SeaLion can be trained semi-supervised, thereby reducing the demand for labeling efforts. Lastly, we validate the applicability of SeaLion in generative data augmentation for training segmentation models and the capability of SeaLion to serve as a tool for part-aware 3D shape editing.

Poster
Scene4U: Hierarchical Layered 3D Scene Reconstruction from Single Panoramic Image for Your Immerse Exploration

Zilong Huang, Jun He, Junyan Ye, Lihan Jiang, Weijia Li, Yiping Chen, Ting Han

展开摘要

The reconstruction of immersive and realistic 3D scenes holds significant practical importance in various fields of computer vision and computer graphics. Typically, immersive and realistic scenes should be free from obstructions by dynamic objects, maintain global texture consistency, and allow for unrestricted exploration. The current mainstream methods for image-driven scene construction involves iteratively refining the initial image using a moving virtual camera to generate the scene. However, previous methods struggle with visual discontinuities due to global texture inconsistencies under varying camera poses, and they frequently exhibit scene voids caused by foreground-background occlusions. To this end, we propose a novel layered 3D scene reconstruction framework from panoramic image, named Scene4U. Specifically, Scene4U integrates an open-vocabulary segmentation model with a large language model to decompose a real panorama into multiple layers. Then, we employs a layered repair module based on diffusion model to restore occluded regions using visual cues and depth information, generating a hierarchical representation of the scene. The multi-layer panorama is then initialized as a 3D Gaussian Splatting representation, followed by layered optimization, which ultimately produces an immersive 3D scene with semantic and structural consistency that supports free exploration. Our Scene4U outperforms state-of-the-art method, improving by 24.24% in LPIPS and 24.40% in BRISQUE, while also achieving the fastest training speed. Additionally, to demonstrate the robustness of Scene4U and allow users to experience immersive scenes from various landmarks, we build WorldVista3D dataset for 3D scene reconstruction, which contains panoramic images of globally renowned sites. The implementation code and dataset will be made publicly available.

Poster
SVG-IR: Spatially-Varying Gaussian Splatting for Inverse Rendering

Hanxiao Sun, Yupeng Gao, Jin Xie, Jian Yang, Beibei Wang

展开摘要

Reconstructing 3D assets from images, known as inverse rendering (IR), remains a challenging task due to its ill-posed nature. 3D Gaussian Splatting (3DGS) has demonstrated impressive capabilities for novel view synthesis (NVS) tasks. Methods apply it to relighting by separating radiance into BRDF parameters and lighting, yet produce inferior relighting quality with artifacts and unnatural indirect illumination due to the limited capability of each Gaussian, which has constant material parameters and normal, alongside the absence of physical constraints for indirect lighting. In this paper, we present a novel framework called Spatially-vayring Gaussian Inverse Rendering (SVG-IR), aimed at enhancing both NVS and relighting quality. To this end, we propose a new representation--Spatially-varying Gaussian (SVG)--that allows per-Gaussian spatially varying parameters. This enhanced representation is complemented by a SVG splatting scheme akin to vertex/fragment shading in traditional graphics pipelines. Furthermore, we integrate a physically-based indirect lighting model, enabling more realistic relighting. The proposed SVG-IR framework significantly improves rendering quality, outperforming state-of-the-art NeRF-based methods by 2.5 dB in peak signal-to-noise ratio (PSNR) and surpassing existing Gaussian-based techniques by 3.5 dB in relighting tasks, all while maintaining a real-time rendering speed. The source code is available at https://github.com/learner-shx/SVG-IR.

Poster