CVPR 2026 论文列表

Conference on Computer Vision and Pattern Recognition

录用类型

4,042篇论文

按官方录用论文列表统计,可能与会议公布的数字略有出入。

  • Oral
    1383.4%
  • Poster
    3,90496.6%

浏览全部论文

主题: 三维视觉 · 483 篇论文 · 重置筛选

Depth Any Endoscopy: Towards Self-Supervised Generalizable Depth Estimation in Monocular Endoscopy

Shuwei Shao, Kejin Zhu, Shixing Ma, Xinzhe Du, Baochang Zhang, Zhe Min

展开摘要

Monocular depth estimation serves as a core technique in endoscopic applications such as 3D reconstruction and localization. However, most existing methods focus primarily on in-domain depth estimation, which limits their robustness and prevents them from delivering impressive cross-domain performance, due to variations in depth distributions, illumination conditions, and texture patterns. In this work, we propose Depth Any Endoscopy (DAE), a novel self-supervised framework for generalizable depth estimation in monocular endoscopy. To specify, we develop a dual-level Mixture-of-Experts (MoE) adaptation paradigm that effectively tailors Vision Foundation Models to diverse endoscopic procedures, such as laparoscopy and colonoscopy, accounting for the challenges posed by varying environments. Internally, we integrate LoRA and Adapter modules within the MoE architecture, allowing the model to flexibly adapt to the characteristics of input data. Externally, a mixture of domain-specific experts provides customized guidance to enhance the training stability. In addition, we introduce a learnable gradient harmonization mechanism to dynamically balance the optimization between the depth and pose networks, along with a semantic distribution calibration module that strengthens the semantic consistency of depth predictions. Extensive experiments demonstrate that the proposed DAE achieves state-of-the-art performance in both zero-shot and in-domain depth estimation scenarios. The source code is publicly available at https://github.com/ShuweiShao/DAE.

Poster
No Calibration, No Depth, No Problem: Cross-Sensor View Synthesis with 3D Consistency

Cho-Ying Wu, Zixun Huang, Xinyu Huang, Liu Ren

展开摘要

We present the first study of cross-sensor view synthesis across different modalities. We examine a practical, fundamental, yet widely overlooked problem: getting aligned RGB-X data, where most RGB-X prior work assumes such pairs exist and focuses on modality fusion, but it empirically requires huge engineering effort in calibration. We propose a match-densify-consolidate method. First, we perform RGB-X image matching followed by guided point densification. Using the proposed confidence-aware densification and self-matching filtering, we attain better view synthesis and later consolidate them in 3D Gaussian Splatting (3DGS). Our method uses no 3D priors for X-sensor and only assumes nearly no-cost COLMAP for RGB. We aim to remove the cumbersome calibration for various RGB-X sensors and advance the popularity of cross-sensor learning by a scalable solution that breaks through the bottleneck in large-scale real-world RGB-X data collection.

Poster
MoCapAnything: Unified 3D Motion Capture for Arbitrary Skeletons from Monocular Videos

Kehong Gong, Zhengyu Wen, Weixia He, Mingxi Xu, Qi Wang, Ning Zhang, Zhengyu Li, Dongze Lian, Wei Zhao, Xiaoyu He, Mingyuan Zhang

展开摘要

Motion capture now underpins content creation far beyond digital humans, yet most pipelines remain species- or template-specific. We formalize this gap as Category-Agnostic Motion Capture (CAMoCap): given a monocular video and an arbitrary rigged 3D asset as a prompt, the goal is to reconstruct a rotation-based animation (e.g., BVH) that directly drives the specific asset. We present MoCapAnything, a reference-guided, factorized framework that first predicts 3D joint trajectories and then recovers asset-specific rotations via constraint-aware Inverse Kinematics (IK) Fitting. MoCapAnything comprises three learnable modules and a lightweight IK stage: a Reference Prompt Encoder that distills per-joint queries from the asset's skeleton, mesh, and rendered image set; a Video Feature Extractor that computes dense visual descriptors and reconstructs a coarse 4D deforming mesh to bridge the modality gap between RGB tokens and the point-cloud-like joint space; and a Unified Motion Decoder that fuses these cues to produce temporally coherent trajectories. We also curate Truebones Zoo with 1,038 motion clips, each providing a standardized skeleton-mesh-rendered-video triad. Experiments on in-domain benchmarks and in-the-wild videos show that MoCapAnything delivers high-quality skeletal animations and exhibits non-trivial cross-species retargeting across heterogeneous rigs, offering a scalable path toward prompt-based 3D motion capture for arbitrary assets. The codes are available on our project page: https://animotionlab.github.io/MoCapAnything/

Poster
Back to Point: Exploring Point-Language Models for Zero-Shot 3D Anomaly Detection

Kaiqiang Li, Gang Li, Mingle Zhou, Min Li, Delong Han, Jin Wan

展开摘要

Zero-shot (ZS) 3D anomaly detection is crucial for reliable industrial inspection, as it enables detecting and localizing defects without requiring any target-category training data. Existing approaches render 3D point clouds into 2D images and leverage pre-trained Vision-Language Models (VLMs) for anomaly detection. However, such strategies inevitably discard geometric details and exhibit limited sensitivity to local anomalies. In this paper, we revisit intrinsic 3D representations and explore the potential of pre-trained Point-Language Models (PLMs) for ZS 3D anomaly detection. We propose BTP (Back To Point), a novel framework that effectively aligns 3D point cloud and textual embeddings. Specifically, BTP aligns multi-granularity patch features with textual representations for localized anomaly detection, while incorporating geometric descriptors to enhance sensitivity to structural anomalies. Furthermore, we introduce a joint representation learning strategy that leverages auxiliary point cloud data to improve robustness and enrich anomaly semantics. Extensive experiments on Real3D-AD and Anomaly-ShapeNet demonstrate that BTP achieves superior performance in ZS 3D anomaly detection.

Poster
Where, What, Why: Toward Explainable 3D-GS Watermarking

Mingshu Cai, Jiajun Li, Osamu Yoshie, Yuya Ieiri, Yixuan Li

展开摘要

As 3D Gaussian Splatting becomes the de facto representation for interactive 3D assets, robust yet imperceptible watermarking is critical. We present a representation-native framework that separates where to write from how to preserve quality. A Trio-Experts module operates directly on Gaussian primitives to derive priors for carrier selection, while a Safety and Budget Aware Gate (SBAG) allocates Gaussians to watermark carriers--optimized for bit resilience under perturbation and bitrate budgets--and to visual compensators that are insulated from watermark loss. To maintain fidelity, we introduce a channel-wise group mask that controls gradient propagation for carriers and compensators, thereby limiting Gaussian parameter updates, repairing local artifacts, and preserving high-frequency details without increasing runtime. Our design yields view-consistent watermark persistence and strong robustness against common image distortions such as compression and noise, while achieving a favorable robustness-quality trade-off compared with prior methods. In addition, the decoupled finetuning provides per-Gaussian attributions that reveal where the message is carried and why those carriers are selected, enabling auditable explainability. Compared with state-of-the-art methods, our approach achieves a PSNR improvement of +0.83 dB and a bit-accuracy gain of +1.24%.

Poster
Disco-GS: Gaussian Splatting in Dynamic Color Lighting

Ashish Kumar, A. N. Rajagopalan

展开摘要

Recent advances in Gaussian Splatting (GS) have significantly improved 3D scene reconstruction and novel view synthesis. However, most existing methods typically assume that training inputs are captured under stable and achromatic lighting conditions . In contrast, scenes recorded under temporally varying color light, as in "disco lights" commonly seen in events, performances, and decorative settings, introduce severe ambiguities in both scene photometry and geometry. We propose Disco-GS, a framework that leverages GS for reconstructing the 3D scene while simultaneously recovering the underlying canonical appearance from videos captured under dynamic lighting conditions. Disco-GS estimates the effective per-pixel transient light, which, when applied to the canonical image, results in the observed color image of the scene, thereby enabling self-supervised learning. Disco-GS is an end-to-end framework that does not rely on any prior knowledge, such as color values, ambient lighting conditions, or scene properties. It effectively handles both global and spatially localized transient color variations. It also enables controllable brightness manipulation of the canonical scene, facilitating applications such as simulating low-light and well-lit scene conditions. To the best of our knowledge, Disco-GS is the first method to simultaneously perform 3D scene reconstruction and canonical appearance recovery from inputs captured under artificially varying, disco-style colored light. To enable quantitative and qualitative evaluations, we also introduce the Disco dataset, a collection of 25 videos of real-world scenes exhibiting diverse and random color variations. Extensive experiments demonstrate the robustness and fidelity of Disco-GS. The dataset is available at: https://github.com/akumar005/Disco-GS.

Poster
Eulerian Gaussian Splatting using Hashed Probability Pyramids

Mia Gaia Polansky, George Kopanas, Stephan Garbin, Todd Zickler, Dor Verbin

展开摘要

We introduce a probabilistic splat-based radiance field framework that retains the fast rasterization and test-time efficiency of 3D Gaussian Splatting (3DGS) while replacing heuristic primitive manipulation with gradient-based optimization of a volumetric probability density. Rather than relocating, splitting, or culling Gaussians via hand-tuned densification (e.g., ADC), we treat primitive locations as samples drawn from a persistent, learnable density. We instantiate this density with a novel, memory-efficient multi-scale hierarchical grid that enables end-to-end gradient-based control over primitive population density. To stabilize stochastic training, we derive an unbiased gradient estimator with control variates that markedly reduces variance. By allowing probability mass to flow to where the loss demands, our method eliminates brittle priors and naturally explores the volume, achieving state-of-the-art reconstruction quality on mip-NeRF 360 while preserving 3DGS-level rendering speed.

Poster
Scal3R: Scalable Test-Time Training for Large-Scale 3D Reconstruction

Tao Xie, Peishan Yang, Yudong Jin, Yingfeng Cai, Wei Yin, Weiqiang Ren, Qian Zhang, Wei Hua, Sida Peng, Xiaoyang Guo, Xiaowei Zhou

展开摘要

This paper addresses the task of large-scale 3D scene reconstruction from long video sequences. Recent feed-forward reconstruction models have shown promising results by directly regressing 3D geometry from RGB images without explicit 3D priors or geometric constraints. However, these methods often struggle to maintain reconstruction accuracy and consistency over long sequences due to limited memory capacity and the inability to effectively capture global contextual cues. In contrast, humans can naturally exploit the global understanding of the scene to inform local perception. Motivated by this, we propose a novel neural global context representation that efficiently compresses and retains long-range scene information, enabling the model to leverage extensive contextual cues for enhanced reconstruction accuracy and consistency. The context representation is realized through a set of lightweight neural sub-networks that are rapidly adapted during test time via self-supervised objectives, which substantially increases memory capacity without incurring significant computational overhead. The experiments on multiple large-scale benchmarks, including the KITTI Odometry [??] and Oxford Spires [??] datasets, demonstrate the effectiveness of our approach in handling ultra-large scenes, achieving leading pose accuracy and state-of-the-art 3D reconstruction accuracy while maintaining efficiency. Code will be available at https://zju3dv.github.io/scal3r.

Poster
Efficient Encoder-Free Fourier-based 3D Large Multimodal Model

Guofeng Mei, Wei Lin, Luigi Riz, Yujiao Wu, Yiming Wang, Fabio Poiesi

展开摘要

Large Multimodal Models (LMMs) that process 3D data typically rely on heavy, pretrained visual encoders to extract geometric features. While recent 2D LMMs have begun to eliminate such encoders for efficiency and scalability, extending this paradigm to 3D remains challenging due to the unordered and large-scale nature of point clouds. This leaves a critical unanswered question: How can we design an LMM that tokenizes unordered 3D data effectively and efficiently without a cumbersome encoder? We propose Fase3D, the first efficient encoder-free Fourier-based 3D scene LMM. Fase3D tackles the challenges of scalability and permutation invariance with a novel tokenizer that combines point cloud serialization and the Fast Fourier Transform (FFT) to approximate self-attention. This design enables an effective and computationally minimal architecture, built upon three key innovations: First, we represent large scenes compactly via structured superpoints. Second, our space-filling curve serialization followed by an FFT enables efficient global context modeling and graph-based token merging. Lastly, our Fourier-augmented LoRA adapters inject global frequency-aware interactions into LLM backbones at a negligible cost. Fase3D achieves performance comparable to encoder-based 3D LMMs while being significantly more efficient in computation and parameters.

Poster
Gaussian Splatting-based Low-Rank Tensor Representation for Multi-Dimensional Image Recovery

Yiming Zeng, Xi-Le Zhao, Wei-Hao Wu, Teng-Yu Ji, Chao Wang

展开摘要

Tensor singular value decomposition (t-SVD) is a promising tool for multi-dimensional image representation, which decomposes a multi-dimensional image into a latent tensor and an accompanying transform matrix. However, two critical limitations of t-SVD methods persist: (1) the approximation of the latent tensor (e.g., tensor factorizations) is coarse and fails to accurately capture spatial local high-frequency information; (2) the transform matrix is composed of fixed basis atoms (e.g., complex exponential atoms in DFT and cosine atoms in DCT) and cannot precisely capture local high-frequency information along the mode-3 fibers. To address these two limitations, we propose a Gaussian Splatting-based Low-rank tensor Representation (GSLR) framework, which compactly and continuously represents multi-dimensional images. Specifically, we leverage tailored 2D Gaussian splatting and 1D Gaussian splatting to generate the latent tensor and transform matrix, respectively. The 2D and 1D Gaussian splatting are indispensable and complementary under this representation framework, which enjoys a powerful representation capability, especially for local high-frequency information. To evaluate the representation ability of the proposed GSLR, we develop an unsupervised GSLR-based multi-dimensional image recovery model. Extensive experiments on multi-dimensional image recovery demonstrate that GSLR consistently outperforms state-of-the-art methods, particularly in capturing local high-frequency information.

Poster
CUPID: Generative 3D Reconstruction via Joint Object and Pose Modeling

Binbin Huang, Haobin Duan, Yiqun Zhao, Zibo Zhao, Yi Ma, Shenghua Gao

展开摘要

We introduce Cupid, a generative 3D reconstruction framework that jointly models the full distribution over both canonical objects and camera poses. Our two-stage flow-based model first generates a coarse 3D structure and 2D-3D correspondences to estimate the camera pose robustly. Conditioned on this pose, a refinement stage injects pixel-aligned image features directly into the generative process, marrying the rich prior of a generative model with the geometric fidelity of reconstruction. This strategy achieves exceptional faithfulness, outperforming state-of-the-art reconstruction methods by over 3 dB PSNR and 10% in Chamfer Distance. As a unified generative model that decouples the object and camera pose, Cupid naturally extends to multi-view and scene-level reconstruction tasks without requiring post-hoc optimization or fine-tuning.

Poster
3D sans 3D Scans: Scalable Pre-training from Video-Generated Point Clouds

Ryousuke Yamada, Kohsuke Ide, Yoshihiro Fukuhara, Hirokatsu Kataoka, Gilles Puy, Andrei Bursuc, Yuki M Asano

展开摘要

Despite recent progress in 3D self-supervised learning, collecting large-scale 3D scene scans remains expensive and labor-intensive. In this work, we investigate whether 3D representations can be learned from unlabeled videos recorded without any real 3D sensors. We present Laplacian-Aware Multi-level 3D Clustering with Sinkhorn-Knopp (LAM3C), a self-supervised framework that learns from video-generated point clouds reconstructed from unlabeled videos. We first introduce RoomTours, a video-generated point cloud dataset constructed by collecting room-walkthrough videos from the web (e.g., real-estate tours) and generating 49,219 scenes using an off-the-shelf feed-forward reconstruction model. We also propose a noise-regularized loss that stabilizes representation learning by enforcing local geometric smoothness and ensuring feature stability under noisy point clouds. Remarkably, without using any real 3D scans, LAM3C achieves better performance than previous self-supervised methods on indoor semantic and instance segmentation. These results suggest that unlabeled videos represent an abundant source of data for 3D self-supervised learning. Our source code is available at https://github.com/ryosuke-yamada/lam3c.

Poster
MeshSplatting: Differentiable Rendering with Opaque Meshes

Jan Held, Sanghyun Son, Renaud Vandeghen, Daniel Rebain, Matheus Gadelha, Yi Zhou, Anthony Cioppa, Ming C Lin, Marc Van Droogenbroeck, Andrea Tagliasacchi

展开摘要

Primitive-based splatting methods like 3D Gaussian Splatting (3DGS) have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present Mesh Splatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, Mesh Splatting creates end-to-end smooth, high-fidelity meshes that render efficiently in real-time engines. On Mip-NeRF360 and Tanks&Temples, it boosts PSNR by +0.69dB, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

Oral
P2GS: Physical Prior-guided Gaussian Splatting for Photometrically Consistent Urban Reconstruction

Kota Shimomura, Hidehisa Arai, Tsubasa Takahashi, Takayoshi Yamashita, Hironobu Fujiyoshi

展开摘要

3D Gaussian Splatting (3DGS) has recently emerged as a powerful explicit representation enabling fast, high-fidelity rendering, making it a promising foundation for closed-loop simulators and perception models in autonomous driving. However, conventional 3DGS implicitly assumes consistent exposure and tone mapping across views. Real driving data violates this assumption due to heterogeneous camera pipelines and dynamic outdoor illumination, baking exposure discrepancies and sensor noise into the radiance field and producing artifacts and inconsistent illumination especially in static backgrounds crucial for realistic simulation. These issues are amplified in autonomous driving, where sparse viewpoints, varying exposures, and outdoor lighting interact, while prior work mainly targets dynamic-object reconstruction and overlooks cross-view photometric consistency.To address this limitation, we introduce P2GS, a physically consistent Gaussian Splatting framework that jointly decomposes a view-invariant linear HDR radiance field, per-view exposure scales, and tone-mapping functions from only LDR images without HDR supervision. P2GS employs a unified optimization strategy grounded in the physical image-formation process, enforcing relative-exposure consistency and HDR-domain radiance regularization. This yields a radiance field robust to inter-camera illumination differences while preserving the real-time efficiency of standard 3DGS. Experiments across real and simulated driving environments show that P2GS matches or surpasses prior methods in LDR reconstruction while providing substantially improved photometric consistency, reliable exposure normalization, and physically coherent illumination across diverse scenes.

Poster
Revisiting 3D Reconstruction Kernels as Low-Pass Filters

Shengjun Zhang, Min Chen, Yibo Wei, Mingyu Dong, Yueqi Duan

展开摘要

3D reconstruction is to recover 3D signals from the sampled discrete 2D pixels, with the goal to converge continuous 3D spaces.In this paper, we revisit 3D reconstruction from the perspective of signal processing, identifying the periodic spectral extension induced by discrete sampling as the fundamental challenge.Previous 3D reconstruction kernels, such as Gaussians, Exponential functions, and Student's t distributions, serve as the low pass filters to isolate the baseband spectrum.However, their unideal low-pass property results in the overlap of high-frequency components with low-frequency components in the discrete-time signal's spectrum.To this end, we introduce Jinc kernel with an instantaneous drop to zero magnitude exactly at the cutoff frequency, which is corresponding to the ideal low pass filters.As Jinc kernel suffers from low decay speed in the spatial domain, we further propose modulated kernels to strick an effective balance, and achieves superior rendering performance by reconciling spatial efficiency and frequency-domain fidelity.Experimental results have demonstrated the effectiveness of our Jinc and modulated kernels.

Poster
Seele: A Unified Acceleration Framework for Real-Time Gaussian Splatting on Mobile Devices

He Zhu, Xiaotong Huang, Zihan Liu, Weikai Lin, Xiaohong Liu, Zhezhi He, Jingwen Leng, Minyi Guo, Yu Feng

展开摘要

3D Gaussian Splatting (3DGS) has become a crucial rendering technique for many real-time applications. How- ever, the limited hardware resources on today's mobile platforms hinder these applications, as they struggle to achieve real-time performance. In this paper, we propose SEELE, a general framework designed to accelerate the 3DGS pipeline for resource-constrained mobile devices. Specifically, we propose two GPU-oriented techniques: hybrid preprocessing and contribution-aware rasterization. Hybrid preprocessing alleviates the GPU compute and memory pressure by reducing the number of irrelevant Gaussians during rendering. The key is to combine our view-dependent scene representation with online filtering. Meanwhile, contribution-aware rasterization improves the GPU utilization at the rasterization stage by prioritizing Gaussians with high contributions while reducing computations for those with low contributions. Both techniques can be seamlessly integrated into existing 3DGS pipelines with minimal fine-tuning. Collectively, our framework achieves up to 6.3x speedup and 39.1% model reduction while achieving superior rendering quality compared to existing methods. Our codes will be released upon publication.

Poster
4D Local Modeling Toward Dynamic Global Perception for Ambiguity-free Rotation-Invariant Point Cloud Analysis

Jiaxun Guo, Wentao Fan, Manar Amayri, Nizar Bouguila

展开摘要

Rotation invariance remains a core challenge in point cloud analysis, where existing methods often struggle with structural ambiguities and insufficient global context. Most rotation-invariant (RI) representations are derived from local coordinate systems, which inherently suffer from point-pair ambiguities and fail to capture discriminative features in symmetric or repetitive structures, while discarding informative global pose cues. To overcome these limitations, we propose Ga4DPF, a novel framework that offers a robust, global-aware RI representation by converting rotation-equivariant geometric representations into invariant ones, while concurrently integrating global pose awareness. Specifically, Ga4DPF introduces a learnable steerable transform that equivariantly lifts point clouds into 4D space, facilitating robust local feature construction and mitigating point-pair ambiguities. Concurrently, we model a dynamic global pose reference using the Bingham distribution, which adaptively estimates a consistent global rotation and enhances global feature discriminability. Extensive experiments on multiple benchmark datasets demonstrate that Ga4DPF achieves state-of-the-art performance with high computational efficiency, offering a new paradigm for rotation-invariant point cloud analysis. The source code is available at: https://github.com/jiaxunguo/ga4dpf.

Poster
Gaussian Mapping for Evolving Scenes

Vladimir Yugay, Thies Kersten, Luca Carlone, Theo Gevers, Martin R. Oswald, Lukas Schmid

展开摘要

Mapping systems with novel view synthesis (NVS) capabilities are widely used in computer vision, as well as in various applications, including augmented reality, robotics, and autonomous driving. Most notably, 3D Gaussian Splatting-based systems show high NVS performance; however, many current approaches are limited to static scenes. While recent works have begun addressing short-term dynamics (motion within the camera's view), long-term dynamics (the scene evolving through changes out of view) remain less explored.To overcome this limitation, we introduce a dynamic scene adaptation mechanism that continuously updates the 3D representation to reflect the latest changes. In addition, since maintaining geometric and semantic consistency remains challenging due to stale observations disrupting the reconstruction process, we propose a novel keyframe management mechanism that discards outdated observations while preserving as much information as possible. We thoroughly evaluate Gaussian Mapping for Evolving Scenes (GaME) on both synthetic and real-world datasets, achieving a 29.7% improvement in PSNR and a 3 times improvement in L1 depth error over the most competitive baseline.

Poster
Ego-1K - A Large-Scale Multiview Video Dataset for Egocentric Vision

Jae Yong Lee, Daniel Scharstein, Akash Bapat, Hao Hu, Andrew Fu, Haoru Zhao, Paul Sammut, Xiang Li, Stephen Jeapes, Anik Gupta, Lior David, Saketh Madhuvarasu, Jay Girish Joshi, Jason Wither

展开摘要

We present Ego-1K, a large-scale, time-synchronized collection of egocentric multiview videos designed to advance neural 3D video synthesis, dynamic scene understanding, and embodied perception. The dataset contains nearly 1,000 short egocentric videos taken with a custom rig with 12 synchronous cameras surrounding a VR headset worn by the user. Scene content focuses on hand motions and hand-object interactions in different settings. We describe rig design, data processing, and calibration. Our dataset enables new ways to benchmark egocentric scene reconstruction methods. We believe this is an important area of research as smart glasses with multiple cameras become omnipresent. Our experiments demonstrate that our dataset presents unique challenges for existing 3D and 4D novel view synthesis methods due to high disparities and image motion caused by close dynamic objects and rig egomotion. Our dataset supports future research in this challenging domain, enabling 4D world creation and sharing.

Poster
MoRel: Long-Range Flicker-Free 4D Motion Modeling via Anchor Relay-based Bidirectioanl Blending with Hierarchical Densification

Sangwoon Kwak, Weeyoung Kwon, Jun Young Jeong, Geonho Kim, Won-Sik Cheong, Jihyong Oh

展开摘要

Recent advances in 4D Gaussian Splatting (4DGS) have extended the high-speed rendering capability of 3D Gaussian Splatting (3DGS) into the temporal domain, enabling real-time rendering of dynamic scenes.However, one of the major remaining challenges lies in modeling long-range motion-contained dynamic videos, where a naive extension of existing methods leads to severe memory explosion, temporal flickering, and failure to handle appearing or disappearing occlusions over time. To address these challenges, we propose a novel 4DGS framework characterized by an Anchor Relay-based Bidirectional Blending (ARBB) mechanism, named MoRel, which enables temporally consistent and memory-efficient modeling of long-range dynamic scenes.Our method progressively constructs locally canonical anchor spaces at key-frame time index and models inter-frame deformations at the anchor level, enhancing temporal coherence. By learning bidirectional deformations between KfA and adaptively blending them through learnable opacity control, our approach mitigates temporal discontinuities and flickering artifacts.We further introduce a Feature-variance-guided Hierarchical Densification (FHD) scheme that effectively densifies KfA's while keeping rendering quality, based on an assigned level of feature-variance.To effectively evaluate our model's capability to handle real-world long-range 4D motion, we newly compose long-range 4D motion-contained dataset, called SelfCap_ \text LR . It has larger average dynamic motion magnitude, captured at spatially wider spaces, compared to previous dynamic video datasets.Overall, our MoRel achieves temporally coherent and flicker-free long-range 4D reconstruction while maintaining bounded memory usage, demonstrating both scalability and efficiency in dynamic Gaussian-based representations. The code and project page will be publicly released.

Poster