CVPR 2026 论文列表

Conference on Computer Vision and Pattern Recognition

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4,042篇论文

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主题: 三维视觉 · 483 篇论文 · 重置筛选

eRetinexGS: Retinex Modeling for Low-Light Scene Enhancement via Event Streams and 3D Gaussian Splatting

Haojie Yan, Zehao Chen, Yan Liu, Shi Gu, Peng Lin, De Ma, Huajin Tang, Qian Zheng, Gang Pan

展开摘要

Perception under low illumination remains a major challenge for computer vision systems, as RGB sensors often fail to capture sufficient structural and color information in extremely dark environments. Event cameras, with their high dynamic range and temporal resolution, provide complementary cues that are well suited for such conditions. In this work, we present eRetinexGS, a novel framework that jointly leverages event streams and low-light frames through 3D Gaussian Splatting for scene-level enhancement and reconstruction. Unlike previous approaches that operate on individual frames, eRetinexGS enforces geometric and photometric consistency across multiple views, bridging the gap between degraded images and noisy event signals. By introducing an event-assisted Retinex decomposition and a reflectance-illumination representation within the 3DGS pipeline, our method reconstructs normal-light radiance fields with fine-grained details and accurate color. Extensive experiments on both synthetic and real datasets demonstrate that eRetinexGS achieves state-of-the-art performance in low-light scene enhancement while maintaining real-time rendering capability.

Poster
Clay-to-Stone: Phase-wise 3D Gaussian Splatting for Monocular Articulated Hand-Object Manipulation Modeling

Xingyu Liu, Pengfei Ren, Qi Qi, Haifeng Sun, Zirui Zhuang, Jianxin Liao, Jingyu Wang

展开摘要

Understanding interacting hand-object from monocular videos is crucial for immersive and dexterous interactions in AR/VR and robotic applications. However, existing monocular reconstruction methods primarily assume rigid grasping and static object geometry. When applied to articulated manipulations, the continuous joint rotations and frequent component deformations introduce a strong coupling between shape and motion, leading to severe ambiguity and instability in articulation optimization under monocular observation. To address this challenge, we propose a Clay-to-Stone dual-phase framework, modeling the articulated manipulation at hierarchical granularities, enabling a progression from flexible semantic exploration to structured articulation recovery. In the CLAY phase, our method performs fine-grained control over geometric deformation, guided by inter-part semantic correlation learning. As semantic and motion priors emerge, the STONE phase enforces rigid constraints to consolidate articulated structures and explicitly estimates motion parameters. Experiments on a real-world manipulation dataset show that our method achieves state-of-the-art reconstruction quality and plausible articulation modeling from monocular videos. Code is available at https://github.com/ru1ven/ARGS.

Poster
Sensor2Sensor: Cross-Embodiment Sensor Conversion for Autonomous Driving

Jiahao Wang, Bo Sun, Yijing Bai, Vincent Casser, Songyou Peng, Zehao Zhu, Meng-Li Shih, Xander Masotto, Shih-Yang Su, Kanaad Parvate, Tiancheng Ge, Linn Bieske, Dragomir Anguelov, Mingxing Tan, Chiyu Max Jiang

展开摘要

Robust training and validation of Autonomous Driving Systems (ADS) require massive, diverse datasets. Proprietary data collected by Autonomous Vehicle (AV) fleets, while high-fidelity, are limited in scale, diversity of sensor configurations, as well as geographic and long-tail-behavioral coverage. In contrast, in-the-wild data from sources like dashcams offers immense scale and diversity, capturing critical long-tail scenarios and novel environments. However, this unstructured, in-the-wild video data is incompatible with ADS expecting structured, multi-modal sensor inputs for validation and training. To bridge this data gap, we propose Sensor2Sensor, a novel generative modeling paradigm that translates in-the-wild monocular dashcam videos into a high-fidelity, multi-modal sensor suite (AV logs) comprising multi-view camera images and LiDAR point clouds. A core challenge is the lack of paired training data. We address this by converting real AV logs into dashcam-style videos via 4D Gaussian Splatting (4DGS) reconstruction and novel-view rendering. Sensor2Sensor then utilizes a diffusion architecture to perform the generative conversion. We perform comprehensive quantitative evaluations on the fidelity and realism of the generated sensor data. We demonstrate Sensor2Sensor's practical utility by converting challenging in-the-wild internet and dashcam footage into realistic, multi-modal data formats, further unlocking vast external data sources for AV development.

Poster
4DP-QA: Scalable QA for 4D Perception in Vision Language Models

Seokju Cho, Abhishek Badki, Hang Su, Jindong Jiang, Ziyao Zeng, Seungryong Kim, Sifei Liu, Orazio Gallo

展开摘要

Despite recent advances, Vision Language Models (VLMs) still struggle to grasp the dynamics of the world. We note that the ability to reason about a 4D scene, challenging in itself, is further complicated by two factors. First, VLMs observe motion indirectly via its projection onto 2D images. Second, existing datasets fail to disentangle object and camera motion. To address these challenges, we present a QA generation pipeline that focuses on motion-related scene understanding. We take particular care of the entanglement of camera and object motion by casting tracking in both the traditional way and in a novel, fixed reference system, dubbed True-Motion Tracking, which provides an intuitive description of motion. From this pipeline, we generate a large-scale training dataset of 400K samples, 4DP-QA (4D Perception QA), and a 2.2K-sample benchmark, 4DP-QA-Bench. Training existing models on our dataset yields performance improvements on an external benchmark, validating the effectiveness of our method.

Poster
FreeForm: Reduced-Order Deformable Simulation from Particle-Based Skinning Eigenmodes

Donglai Xiang, Vismay Modi, Rishit Dagli, Ty Trusty, Gilles Daviet, Anka He Chen, Nicholas Sharp, David I.W. Levin

展开摘要

We present a novel formulation for mesh-free, reduced-order simulation of deformable hyperelastic objects. Existing work in reduced-order elastodynamic simulation represents the input geometry by either meshes, which can be difficult to obtain due to challenges in scanning and triangulating complex shapes, or by neural fields that require per-shape optimization. We propose to adopt a Reproducing Kernel Particle Method (RKPM) representation, which enables the construction of reduced-order skinning weights by solving a generalized eigensystem on the Hessian matrix of the elastic energy. We demonstrate that this formulation not only leads to a 40x training speedup compared with the per-shape optimization of neural fields, but also achieves lower simulation error when evaluated against the converged results of finite element method. We show our simulation results on a wide variety of objects in different representations including meshes and Gaussian splats, as well as the application of our method in the downstream task of robot simulation.

Poster
TouchDream: 3D Object Completion through Imagined Touch

Yuanbo Wang, Xinning Wang, Zhaoxuan Zhang, Changlong Wang, Qianchen Xia, Xiaopeng Wei, Xin Yang

展开摘要

Point cloud completion is crucial for robust 3D perception but remains challenging. Coarse-to-fine methods can lead to unconstrained local guesses in the absence of key structures, whereas diffusion-based approaches may introduce geometric inconsistencies. To overcome these limitations, we present TouchDream, a novel framework that leverages a diffusion model to `dream' of tactile sensing on object surfaces, which reformulates the sensing process as a learnable generative modeling task. Unlike visual cues, tactile data provides rich local geometry that can be directly converted into 3D space for point fusion, offering a powerful guide for detail-aware completion. Specifically, our approach generate compact tactile latent representations conditioned on coarse points and sampled touch poses. These generated touches are then used to optimize the coarse geometry. Extensive experiments show that our TouchDream model achieves the state-of-the-art performance.

Poster
VLM-3R: Vision-Language Models Augmented with Instruction-Aligned 3D Reconstruction

Zhiwen Fan, Jian Zhang, Renjie Li, Junge Zhang, Runjin Chen, Hezhen Hu, Kevin Wang, Peihao Wang, Huaizhi Qu, Shijie Zhou, Dilin Wang, Zhicheng Yan, Hongyu Xu, Justin Theiss, Tianlong Chen, Jiachen Li, Zhengzhong Tu, Zhangyang Wang, Rakesh Ranjan

展开摘要

The rapid advancement of Large Multimodal Models (LMMs) for 2D images and videos has sparked interest in extending these models to 3D scenes, with the goal of human-like visual-spatial intelligence. However, achieving deep spatial understanding comparable to human capabilities remains challenging for both model design and data acquisition. Existing methods often rely on external depth sensors for geometry capture or off-the-shelf algorithms for pre-constructing 3D maps, which limits their scalability.In this work, we introduce VLM-3R, a framework for Vision-Language Models that couples 3D reconstructive instruction tuning with scalable training data curation and a new benchmark for temporal reasoning. Specifically, VLM-3R processes monocular video frames with a geometry encoder that derives implicit 3D tokens representing scene context (spatial tokens) and camera motion (view tokens). In parallel, we build a scalable data creation pipeline with over 200K 3D reconstructive instruction-tuning question-answer pairs. To evaluate temporal reasoning, we further introduce the Vision-Spatial-Temporal Intelligence benchmark (VSTI-Bench), which contains over 138.6K question-answer pairs across five distinct tasks focused on evolving spatial relationships. Extensive experiments show that VLM-3R supports robust visual-spatial reasoning and improves the understanding of temporal 3D context changes, enabling monocular 3D spatial assistance and embodied reasoning.

Poster
4DSurf: High-Fidelity Dynamic Scene Surface Reconstruction

Renjie Wu, Hongdong Li, Jose M. Alvarez, miaomiao Liu

展开摘要

This paper addresses the problem of dynamic scene surface reconstruction using Gaussian Splatting (GS), aiming to recover temporally consistent geometry. While existing GS-based dynamic surface reconstruction methods can yield superior reconstruction, they are typically limited to either a single object or objects with only small deformations, struggling to maintain temporally consistent surface reconstruction of large deformations over time. We propose "4DSurf", a novel and unified framework for generic dynamic surface reconstruction that does not require specifying the number or types of objects in the scene, can handle large surface deformations and temporal inconsistency in reconstruction. The key innovation of our framework is the introduction of Gaussian deformations induced Signed Distance Function Flow Regularization that constrains the motion of Gaussians to align with the evolving surface. To handle large deformations, we introduce an Overlapping Segment Partitioning strategy that divides the sequence into overlapping segments with small deformations and incrementally passes geometric information across segments through the shared overlapping timestep. Experiments on two challenging dynamic scene datasets, Hi4D and CMU Panoptic, demonstrate that our method outperforms state-of-the-art surface reconstruction methods by 49% and 19% in Chamfer distance, respectively, and achieves superior temporal consistency under sparse-view settings.

Poster
NG-GS: NeRF-guided 3D Gaussian Splatting Segmentation

Yi He, Tao Wang, Yi Jin, Congyan Lang, Yidong Li, Haibin Ling

展开摘要

Recent advances in 3D Gaussian Splatting (3DGS) have enabled highly efficient and photorealistic novel view synthesis. However, segmenting objects accurately in 3DGS remains challenging due to the discrete nature of Gaussian representations, which often leads to aliasing and artifacts at object boundaries. In this paper, we introduce NG-GS, a novel framework for high-quality object segmentation in 3DGS that explicitly addresses boundary discretization. Our approach begins by automatically identifying ambiguous Gaussians at object boundaries using mask variance analysis. We then apply radial basis function (RBF) interpolation to construct a spatially continuous feature field, enhanced by multi-resolution hash encoding for efficient multi-scale representation. A joint optimization strategy aligns 3DGS with a lightweight NeRF module through alignment and spatial continuity losses, ensuring smooth and consistent segmentation boundaries. Extensive experiments on NVOS and LERF-OVS benchmarks demonstrate that our method achieves state-of-the-art performance, with significant gains in boundary mIoU.

Poster
VDFE: Difference-Aware 3D Scene Editing with Non-Intrusive Video Diffusion Priors for Multi-View Consistency and Efficiency

Chao Zhang, Fang Liu, Shuo Li, Yang Liu, Jiahao Wang, Xinyan Huang, Lingling Li, Puhua Chen, Xu Liu, wenping ma, Siqi Yu

展开摘要

Text-driven 3D editing, enabled by advancements in 3D reconstruction techniques such as NeRF and 3D Gaussian Splatting, aims to provide intuitive scene customization. However, existing methods frequently exhibit limitations in controllability and consistency. To address these shortcomings, we propose VDFE, a difference-aware 3D scene editing method based on non-intrusive utilization of pre-trained video diffusion priors, which integrates Optimal Control Guided Flow Editing (FlowOCE), Decoupled Flow Difference (DFD), and Difference-Aware Gaussians Editing (DAGE) modules. Specifically, FlowOCE treats the editing process as an optimal control problem, optimizing a noise-free editing trajectory to minimize unintended modifications in non-target regions and generating results with multi-view consistency and smooth transitions; DFD innovatively achieves more precise localization of editing regions compared to cross-attention mechanisms by analyzing flow differences, which supplies priors for the subsequent optimization process; and DAGE leverages precise localization to selectively update 3D Gaussians for efficient and precise refinement. Extensive experiments demonstrate that our method significantly outperforms existing methods in both qualitative and quantitative evaluations, achieving state-of-the-art (SOTA) performance.

Poster
Superman: Unifying Skeleton and Vision for Human Motion Perception and Generation

Xinshun Wang, Peiming Li, Ziyi Wang, Zhongbin Fang, Zhichao Deng, Songtao Wu, Jason Li, Mengyuan Liu

展开摘要

Human motion analysis tasks, such as temporal 3D pose estimation, motion prediction, and motion in-betweening, play an essential role in computer vision. However, current paradigms suffer from severe fragmentation. First, the field is split between "perception" models that understand motion from video but only output text, and "generation" models that cannot perceive from raw visual input. Second, generative MLLMs are often limited to single-frame, static poses using dense, parametric SMPL models, failing to handle temporal motion. Third, existing motion vocabularies are built from skeleton data alone, severing the link to the visual domain. To address these challenges, we introduce Superman, a unified framework that bridges visual perception with temporal, skeleton-based motion generation. Our solution is twofold. First, to overcome the modality disconnect, we propose a Vision-Guided Motion Tokenizer. Leveraging the natural geometric alignment between 3D skeletons and visual data, this module pioneers robust joint learning from both modalities, creating a unified, cross-modal motion vocabulary. Second, grounded in this motion language, a single, unified MLLM architecture is trained to handle all tasks. This module flexibly processes diverse, temporal inputs, unifying 3D skeleton pose estimation from video (perception) with skeleton-based motion prediction and in-betweening (generation). Extensive experiments on standard benchmarks, including Human3.6M, demonstrate that our unified method achieves state-of-the-art or competitive performance across all motion tasks. This showcases a more efficient and scalable path for generative motion analysis using skeletons.

Poster
Changes in Real Time: Online Scene Change Detection with Multi-View Fusion

Chamuditha Jayanga Galappaththige, Jason Lai, Lloyd Windrim, Donald Dansereau, Niko Suenderhauf, Dimity Miller

展开摘要

Online Scene Change Detection (SCD) is an extremely challenging problem that requires an agent to detect relevant changes on the fly while observing the scene from unconstrained viewpoints. Existing online SCD methods are significantly less accurate than offline approaches. We present the first online SCD approach that is pose-agnostic, label-free, and ensures multi-view consistency, while operating at over 10 FPS and achieving new state-of-the-art performance, surpassing even the best offline approaches. Our method introduces a new self-supervised fusion loss to infer scene changes from multiple cues and observations, PnP-based fast pose estimation against the reference scene, and a fast change-guided update strategy for the 3D Gaussian Splatting scene representation. Extensive experiments on complex real-world datasets demonstrate that our approach outperforms both online and offline baselines.

Poster
Geometry-as-context: Modulating Explicit 3D in Scene-consistent Video Generation to Geometry Context

JiaKui Hu, Jialun Liu, Liying Yang, Xinliang Zhang, Kaiwen Li, Shuang Zeng, Yuanwei Li, Haibin Huang, Chi Zhang, Yanye Lu

展开摘要

Scene-consistent video generation aims to create videos that explore 3D scenes based on a camera trajectory. Previous methods rely on video generation models with external memory for consistency, or iterative 3D reconstruction and inpainting, which accumulate errors during inference due to incorrect intermediary outputs, non-differentiable processes, and separate models. To overcome these limitations, we introduce "geometry-as-context". It iteratively completes the following steps using an autoregressive camera-controlled video generation model: (1) estimates the geometry of the current view necessary for 3D reconstruction, and (2) simulates and restores novel view images rendered by the 3D scene. Under this multi-task framework, we develop the camera gated attention module to enhance the model's capability to effectively leverage camera poses. During the training phase, text contexts are utilized to ascertain whether geometric or RGB images should be generated. To ensure that the model can generate RGB-only outputs during inference, the geometry context is randomly dropped from the interleaved text-image-geometry training sequence. The method has been tested on scene video generation with one-direction and forth-and-back trajectories. The results show its superiority over previous approaches in maintaining scene consistency and camera control.

Poster
EmbodiedSplat: Online Feed-Forward Semantic 3DGS for Open-Vocabulary 3D Scene Understanding

Seungjun Lee, Zihan Wang, Yunsong Wang, Gim Hee Lee

展开摘要

Understanding a 3D scene immediately with its exploration is essential for embodied tasks, where an agent must construct and comprehend the 3D representation in an online and nearly real-time manner. In this study, we propose EmbodiedSplat, an online feed-forward 3DGS for open-vocabulary scene understanding that enables simultaneous online 3D reconstruction and 3D semantic understanding from the streaming images. Unlike existing open-vocabulary 3DGS methods, our objectives are two-fold: 1) Reconstructs the semantic-embedded 3DGS of the entire scene from over 300 streaming images in an online manner. 2) Highly generalizable to novel scenes with feed-forward design and supports nearly real-time 3D semantic reconstruction when combined with real-time 2D models. To achieve these objectives, we propose an Online Sparse Coefficients Field with a CLIP Global Codebook where it binds the 2D CLIP embeddings to each 3D Gaussian while minimizing memory consumption and preserving the full semantic generalizability of CLIP. Furthermore, we generate 3D geometric-aware CLIP features by aggregating the partial point cloud of 3DGS through 3D U-Net to compensate the 3D geometric prior to 2D-oriented language embeddings. Our code will be publicly available in project website.

Poster
Confidence-Guided Multi-Scale Aggregation for Sparse-View High-Resolution 3D Gaussian Splatting

Qinzheng Zhou, Zaychik Liu, Lijing Lu, Zhihang Li

展开摘要

Sparse-view 3D Gaussian Splatting (3DGS) reconstructs scenes using 3D Gaussians from sparse input views. Yet, this method is prone to overfitting, which is exacerbated at higher resolutions as the expanded dimensionality amplifies floating artifacts and reconstruction ambiguities. In this paper, we present a systematic study of 3DGS under sparse-view conditions and varying input resolutions. While prior work has overlooked resolution as a key factor in sparse-view performance, we identify and quantify a trade-off: lower-resolution inputs facilitate stable global geometry reconstruction, whereas higher-resolution inputs enable finer detail recovery but introduce high-frequency artifacts and instability. Building on this insight, we further propose CAGS, a Confidence-Guided Multi-Scale Aggregation that reconstructs scenes through a coarse-to-fine hierarchical optimization process. Our approach employs a matching-based weighting aggregation strategy to anchor high-resolution reconstructions to stabilize structural priors and filtering noise through cross-scale consistency, and a multi-scale pseudo-view regularization to refine local details without amplifying noise. Extensive experiments on the LLFF and Mip-NeRF360 datasets demonstrate that CAGS significantly outperforms existing methods, particularly under demanding high-resolution conditions. Moreover, our paradigm can be seamlessly integrated into other 3DGS-based pipelines, thereby extending the field from low-resolution reconstructions to high-fidelity outputs under real-world sparse-view constraints.

Poster
Depth Peeling for High-Fidelity Gaussian-Enhanced Surfel Rendering

Keyang Ye, Hongzhi Wu, Kun Zhou

展开摘要

Novel view synthesis has been significantly advanced by NeRFs and 3D Gaussian Splatting (3DGS), which require ordering volumetric samples or primitives for correct color blending. While the recent Gaussian-Enhanced Surfels (GES) enable high-performance, sort-free rendering, they suffer from aliasing artifacts and suboptimal reconstruction. To address these limitations, we propose DP-GES, a novel representation that combines 2D opaque surfels with semi-transparent boundaries to represent coarse-scale geometry and appearance, and 3D Gaussians surrounding the surfels to supplement fine-scale details. We employ Depth Peeling to achieve accurate per-pixel ordering for surfel rendering, which enables sort-free Gaussian splatting with correct transmittance modulation, effectively eliminating aliasing and popping artifacts while facilitating a fully differentiable joint optimization. Extensive experiments demonstrate that our method achieves superior novel view synthesis quality and compares favorably against state-of-the-art techniques across a wide range of scenes.

Poster
GS-ASM: 2DGS-Supervised Active Stereo Matching

Zhengling Wu, Rongfeng Lu, Quan Chen, Longjian Zeng, Ming Lu, Yaoqi Sun, Yahong Chen, Baofeng Ji, Chenggang Yan

展开摘要

Due to the lack of ground truth, existing methods of active stereo matching generally employ fully self-supervised learning to produce precise depth estimates. Although they can achieve promising results, their performance still has a noticeable gap compared with supervised models. To fill this gap, we propose a novel framework that synthesizes proxy labels to enable supervised training of deep active stereo networks without requiring any ground-truth depth. To expand the training data and generate disparity proxy labels, we develop an active 2D Gaussian Splatting (2DGS)-based synthesis method that explicitly models the scene geometry and the projected active pattern. Furthermore, to balance the varying contributions of different supervisions during training, we design a hybrid supervision regularization strategy that dynamically adjusts the loss weights to achieve stable optimization. We also contribute a real-world dataset captured by a handheld RealSense camera, along with our active 2DGS model, which facilitates future research on active stereo matching. Extensive qualitative and quantitative experiments demonstrate that our method achieves state-of-the-art performance on active stereo matching task. The code and dataset will be publicly released.

Poster
ODGS-SLAM: Omnidirectional Gaussian Splatting SLAM

Stefan Spiss, Joey Hieronimy, Marcel Ritter, Matthias Harders

展开摘要

This work presents ODGS-SLAM, an omnidirectional simultaneous localization and mapping (SLAM) system utilizing 3D Gaussian Splatting (3DGS) as the unified representation for tracking and mapping. Thus, it reconstructs scene geometry from panoramic image sequences (RGB or RGBD) via splats while also estimating the camera poses. Such a framework is important to understand the full surrounding, e.g., for augmented reality applications or autonomous systems. We extended existing 3DGS-SLAM methods to handle omnidirectional input by including closed-form gradients for mapping and camera pose estimation, utilizing an equirectangular projection model. To reduce memory footprint, a key frame removal procedure based on graph analysis is proposed, enabling the application to handle larger input sizes. For evaluation, we provide a dataset of controlled real-world and synthetic test scenes (indoor and outdoor), employing a custom developed virtual camera lens. An extensive evaluation shows that, for camera tracking, the proposed method achieves statistically significant lower ATE RMSE scores compared to a recent omnidirectional SLAM system, as well as other 3DGS-SLAM frameworks, while reaching a similar mapping performance.

Poster
GaussianPile: A Unified Sparse Gaussian Splatting Framework for Slice-based Volumetric Reconstruction

Di Kong, Yikai Wang, Wenjie Guo, Yifan Bu, Boya Zhang, Yuexin Duan, Xiawei Yue, Wenbiao Du, Yiman Zhong, Yuwen Chen, Cheng Ma

展开摘要

Slice-based volumetric imaging is widely applied and it demands representations that compress aggressively while preserving internal structure for analysis. This paper introduces GaussianPile, unifying 3D Gaussian splatting with an imaging system-aware focus model to address this challenge. Our new method introduces three key innovations: (i) a slice-aware piling strategy that positions anisotropic 3D Gaussians to model through-slice contributions, (ii) a differentiable projection operator that encodes the finite-thickness point spread function of the imaging acquisition system, and (iii) a compact encoding and joint optimization pipeline that simultaneously reconstructs and compresses the Gaussian sets. Our CUDA-based design retains the compression and real-time rendering efficiency of Gaussian primitives while preserving high-frequency internal volumetric detail. Experiments on microscopy and ultrasound datasets demonstrate that our method reduces storage and reconstruction cost, sustains diagnostic fidelity, and enables fast 2D visualization, along with 3D voxelization. In practice, it delivers high-quality results in as few as 3 minutes--up to 11xfaster than NeRF-based approaches--and achieves consistent 16xcompression over the original voxel grids, offering a practical path to deployable compression and exploration of slice-based volumetric datasets.

Poster
SketchFaceGS: Real-Time Sketch-Driven Face Editing and Generation with Gaussian Splatting

Bo Li, Jiahao Kang, Yubo Ma, Feng-Lin Liu, Bin Liu, Fang-Lue Zhang, Lin Gao

展开摘要

3D Gaussian representations have emerged as a powerful paradigm for digital head modeling, achieving photorealistic quality with real-time rendering. However, intuitive and interactive creation or editing of 3D Gaussian head models remains challenging. Although 2D sketches provide an ideal interaction modality for fast, intuitive conceptual design, they are sparse, depth-ambiguous, and lack high-frequency appearance cues, making it difficult to infer dense, geometrically consistent 3D Gaussian structures from strokes--especially under real-time constraints. To address these challenges, we propose SketchFaceGS, the first sketch-driven framework for real-time generation and editing of photorealistic 3D Gaussian head models from 2D sketches. Our method uses a feed-forward, coarse-to-fine architecture. A Transformer-based UV feature-prediction module first reconstructs a coarse but geometrically consistent UV feature map from the input sketch, and then a 3D UV feature enhancement module refines it with high-frequency, photorealistic detail to produce a high-fidelity 3D head. For editing, we introduce a UV Mask Fusion technique combined with a layer-by-layer feature-fusion strategy, enabling precise, real-time, free-viewpoint modifications. Extensive experiments show that SketchFaceGS outperforms existing methods in both generation fidelity and editing flexibility, producing high-quality, editable 3D heads from sketches in a single forward pass.

Poster