ICCV 2025 论文列表

International Conference on Computer Vision

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A Differentiable Wave Optics Model for End-to-End Computational Imaging System Optimization

Chi-Jui Ho, Yash Belhe, Steve Rotenberg, Ravi Ramamoorthi, Tzu-Mao Li, Nicholas Antipa

展开摘要

End-to-end optimization, which integrates differentiable optics simulators with computational algorithms, enables the joint design of hardware and software for data-driven imaging systems. However, existing methods usually compromise physical accuracy by neglecting wave optics or off-axis effects due to the high computational cost of modeling both aberration and diffraction. This limitation raises concerns about the robustness of optimized designs. In this paper, we propose a differentiable optics simulator that accurately and efficiently models aberration and diffraction in compound optics and allows us to analyze the role and impact of diffraction in end-to-end optimization. Experimental results demonstrate that compared with ray-optics-based optimization, diffraction-aware optimization improves system robustness to diffraction blur. Through accurate wave optics modeling, we also apply the simulator to optimize the Fizeau interferometer and freeform optics elements. These findings underscore the importance of accurate wave optics modeling in robust end-to-end optimization. Our code is publicly available at: https://github.com/JerryHoTaiwan/DeepWaveOptics

Poster
A Constrained Optimization Approach for Gaussian Splatting from Coarsely-posed Images and Noisy Lidar Point Clouds

Jizong Peng, Tze Ho Elden Tse, Kai Xu, Wenchao Gao, Angela Yao

展开摘要

3D Gaussian Splatting (3DGS) is a powerful reconstruction technique; however, it requires initialization from accurate camera poses and high-fidelity point clouds. Typically, the initialization is taken from Structure-from-Motion (SfM) algorithms; however, SfM is time-consuming and restricts the application of 3DGS in real-world scenarios and large-scale scene reconstruction. We introduce a constrained optimization method for simultaneous camera pose estimation and 3D reconstruction that does not require SfM support. Core to our approach is decomposing a camera pose into a sequence of camera-to-(device-)center and (device-)center-to-world optimizations. To facilitate, we propose two optimization constraints conditioned to the sensitivity of each parameter group and restricts each parameter's search space. In addition, as we learn the scene geometry directly from the noisy point clouds, we propose geometric constraints to improve the reconstruction quality. Experiments demonstrate that the proposed method significantly outperforms the existing (multi-modal) 3DGS baseline and methods supplemented by COLMAP on both our collected dataset and two public benchmarks.

Poster
A Conditional Probability Framework for Compositional Zero-shot Learning

Peng Wu, Qiuxia LAI, Hao Fang, Guo-Sen Xie, Yilong Yin, Xiankai Lu, Wenguan Wang

展开摘要

Compositional Zero-Shot Learning (CZSL) aims to recognize unseen combinations of known objects and attributes by leveraging knowledge from previously seen compositions. Traditional approaches primarily focus on disentangling attributes and objects, treating them as independent entities during learning. However, this assumption overlooks the semantic constraints and contextual dependencies inside a composition. For example, certain attributes naturally pair with specific objects (e.g., "striped" applies to "zebra" or "shirts" but not "sky" or "water"), while the same attribute can manifest differently depending on context (e.g., "young" in "young tree" *vs* "young dog"). Thus, capturing attribute-object interdependence remains a fundamental yet long-ignored challenge in CZSL.In this paper, we adopt a Conditional Probability Framework (CPF) to explicitly model attribute-object dependencies. We decompose the probability of a composition into two components: the likelihood of an object and the conditional likelihood of its attribute. To enhance object feature learning, we incorporate textual descriptors to highlight semantically relevant image regions. These enhanced object features then guide attribute learning through a cross-attention mechanism, ensuring better contextual alignment. By jointly optimizing object likelihood and conditional attribute likelihood, our method effectively captures compositional dependencies and generalizes well to unseen compositions. Extensive experiments on multiple CZSL benchmarks demonstrate the superiority of our approach. Code is available at here.

Poster
7DGS: Unified Spatial-Temporal-Angular Gaussian Splatting

Zhongpai Gao, Benjamin Planche, Meng Zheng, Anwesa Choudhuri, Terrence Chen, Ziyan Wu

展开摘要

Real-time rendering of dynamic scenes with view-dependent effects remains a fundamental challenge in computer graphics. While recent advances in Gaussian Splatting have shown promising results separately handling dynamic scenes (4DGS) and view-dependent effects (6DGS), no existing method unifies these capabilities while maintaining real-time performance. We present 7D Gaussian Splatting (7DGS), a unified framework representing scene elements as seven-dimensional Gaussians spanning position (3D), time (1D), and viewing direction (3D). Our key contribution is an efficient conditional slicing mechanism that transforms 7D Gaussians into view- and time-conditioned 3D Gaussians, maintaining compatibility with existing 3D Gaussian Splatting pipelines while enabling joint optimization. Experiments demonstrate that 7DGS outperforms prior methods by up to 7.36 dB in PSNR while achieving real-time rendering (401 FPS) on challenging dynamic scenes with complex view-dependent effects.

Poster
6DOPE-GS: Online 6D Object Pose Estimation using Gaussian Splatting

Yufeng Jin, Vignesh Prasad, Snehal Jauhri, Mathias Franzius, Georgia Chalvatzaki

展开摘要

Efficient and accurate object pose estimation is an essential component for modern vision systems in many applications such as Augmented Reality, autonomous driving, and robotics. While research in model-based 6D object pose estimation has delivered promising results, model-free methods are hindered by the high computational load in rendering and inferring consistent poses of arbitrary objects in a live RGB-D video stream. To address this issue, we present 6DOPE-GS, a novel method for online 6D object pose estimation & tracking with a single RGB-D camera by effectively leveraging advances in Gaussian Splatting. Thanks to the fast differentiable rendering capabilities of Gaussian Splatting, 6DOPE-GS can simultaneously optimize for 6D object poses and 3D object reconstruction. To achieve the necessary efficiency and accuracy for live tracking, our method uses incremental 2D Gaussian Splatting with an intelligent dynamic keyframe selection procedure to achieve high spatial object coverage and prevent erroneous pose updates. We also propose an opacity statistic-based pruning mechanism for adaptive Gaussian density control, to ensure training stability and efficiency. We evaluate our method on the HO3D and YCBInEOAT datasets and show that 6DOPE-GS matches the performance of state-of-the-art baselines for model-free simultaneous 6D pose tracking and reconstruction while providing a 5x speedup. We also demonstrate the method's suitability for live, dynamic object tracking and reconstruction in a real-world setting.

Poster
4DSegStreamer: Streaming 4D Panoptic Segmentation via Dual Threads

Ling Liu, Jun Tian, Li Yi

展开摘要

4D panoptic segmentation in a streaming setting is critical for highly dynamic environments, such as evacuating dense crowds and autonomous driving in complex scenarios, where real-time, fine-grained perception within a constrained time budget is essential. In this paper, we introduce 4DSegStreamer, a novel framework that employs a Dual-Thread System to efficiently process streaming frames. The framework is general and can be seamlessly integrated into existing 3D and 4D segmentation methods to enable real-time capability. It also demonstrates superior robustness compared to existing streaming perception approaches, particularly under high FPS conditions. The system consists of a predictive thread and an inference thread. The predictive thread leverages historical motion and geometric information to extract features and forecast future dynamics. The inference thread ensures timely prediction for incoming frames by aligning with the latest memory and compensating for ego-motion and dynamic object movements. We evaluate 4DSegStreamer on the indoor HOI4D dataset and the outdoor SemanticKITTI and nuScenes datasets. Comprehensive experiments demonstrate the effectiveness of our approach, particularly in accurately predicting dynamic objects in complex scenes.

Poster
4D-Bench: Benchmarking Multi-modal Large Language Models for 4D Object Understanding

Wenxuan Zhu, Bing Li, Cheng Zheng, Jinjie Mai, Jun Chen, Letian Jiang, Abdullah Hamdi, Sara Rojas Martinez*, Chia-Wen Lin, Mohamed Elhoseiny, Bernard Ghanem

展开摘要

Multimodal Large Language Models (MLLMs) have demonstrated impressive 2D image/video understanding capabilities.However, there are no publicly standardized benchmarks to assess the abilities of MLLMs in understanding the 4D objects.In this paper, we introduce 4D-Bench, the first benchmark to evaluate the capabilities of MLLMs in 4D object understanding, featuring tasks in 4D object Question Answering (4D object QA) and 4D object captioning.4D-Bench provides 4D objects with diverse categories, high-quality annotations, and tasks necessitating multi-view spatial-temporal understanding, different from existing 2D image/video-based benchmarks.With 4D-Bench, we evaluate a wide range of open-source and closed-source MLLMs.The results from the 4D object captioning experiment indicate that MLLMs generally exhibit weaker temporal understanding compared to their appearance understanding, notably, while open-source models approach closed-source performance in appearance understanding, they show larger performance gaps in temporal understanding.4D object QA yields surprising findings: even with simple single-object videos, MLLMs perform poorly, with state-of-the-art GPT-4o achieving only 63% accuracy compared to the human baseline of 91%.These findings highlight a substantial gap in 4D object understanding and the need for further advancements in MLLMs.

Poster
4D Visual Pre-training for Robot Learning

Chengkai Hou, Yanjie Ze, Yankai Fu, Zeyu Gao, Songbo Hu, Yue Yu, Shanghang Zhang, Huazhe Xu

展开摘要

General visual representations learned from web-scale datasets for robotics have achieved great success in recent years, enabling data-efficient robot learning on manipulation tasks; yet these pre-trained representations are mostly on 2D images, neglecting the inherent 3D nature of the world. However, due to the scarcity of large-scale 3D data, it is still hard to extract a universal 3D representation from web datasets. Instead, we are seeking a general visual pre-training framework that could improve all 3D representations as an alternative. Our framework, called FVP, is a novel 4D Visual Pre-training framework for real-world robot learning. FVP frames the visual pre-training objective as a next-point-cloud-prediction problem, models the prediction model as a diffusion model, and pre-trains the model on the larger public datasets directly. Across twelve real-world manipulation tasks, FVP boosts the average success rate of 3D Diffusion Policy (DP3) for these tasks by 28%. The FVP pre-trained DP3 achieves state-of-the-art performance across imitation learning methods. Moreover, the efficacy of \ours adapts across various point cloud encoders and datasets. Finally, we apply FVP to the RDT-1B, a larger Vision-Language-Action robotic model, enhancing its performance on various robot tasks. Our project page is available at: https://4d-visual-pretraining.github.io/.

Poster
4D Gaussian Splatting SLAM

Yanyan Li, Youxu Fang, Zunjie Zhu, Kunyi Li, Yong Ding, Federico Tombari

展开摘要

Simultaneously localizing camera poses and constructing Gaussian radiance fields in dynamic scenes establish a crucial bridge between 2D images and the 4D real world. Instead of removing dynamic objects as distractors and reconstructing only static environments, this paper proposes an efficient architecture that incrementally tracks camera poses and establishes the 4D Gaussian radiance fields in unknown scenarios by using a sequence of RGB-D images. First, by generating motion masks, we obtain static and dynamic priors for each pixel. To eliminate the influence of static scenes and improve the efficiency of learning the motion of dynamic objects, we classify the Gaussian primitives into static and dynamic Gaussian sets, while the sparse control points along with an MLP are utilized to model the transformation fields of the dynamic Gaussians. To more accurately learn the motion of dynamic Gaussians, a novel 2D optical flow map reconstruction algorithm is designed to render optical flows of dynamic objects between neighbor images, which are further used to supervise the 4D Gaussian radiance fields along with traditional photometric and geometric constraints. In experiments, qualitative and quantitative evaluation results show that the proposed method achieves robust tracking and high-quality view synthesis performance in real-world environments.

Poster
3DSRBench: A Comprehensive 3D Spatial Reasoning Benchmark

Wufei Ma, Haoyu Chen, Guofeng Zhang, Yu-Cheng Chou, Jieneng Chen, Celso de Melo, Alan Yuille

展开摘要

3D spatial reasoning is the ability to analyze and interpret the positions, orientations, and spatial relationships of objects within the 3D space. This allows models to develop a comprehensive understanding of the 3D scene, enabling their applicability to a broader range of applications, such as autonomous navigation, robotics, and AR/VR. Despite the remarkable improvements achieved by large multi-modal models (LMMs) in a wide range of image and video understanding tasks, their abilities to perform 3D spatial reasoning are less studied. In this work we present the first comprehensive 3D spatial reasoning benchmark, 3DSRBench, with 3,000 annotated image question answering triplets from 12 question types. We balance the data distribution by collecting complimentary images that lead to opposite answers given the same question. We also adopt a novel FlipEval for robust evaluation of 3D spatial reasoning capabilities. Moreover, to study the robustness of 3D spatial reasoning w.r.t. camera 3D viewpoints, our 3DSRBench involves two subsets with 3D spatial reasoning questions on images from the same scene with common and uncommon viewpoints. We benchmark a wide range of open-sourced and proprietary LMMs, revealing their limitations in different types of 3D awareness, i.e., height, orientation, location, and multi-object reasoning. Our 3DSRBench also allows us to study the design choices of developing LMMs with strong 3D reasoning capabilities, such as the vision encoders, connectors, and training recipes.

Poster
3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views

Xiaobiao Du, Yida Wang, Haiyang Sun, Zhuojie Wu, Hongwei Sheng, Shuyun Wang, Jiaying Ying, Ming Lu, Tianqing Zhu, Kun Zhan, Xin Yu

展开摘要

3D cars are widely used in self-driving systems, virtual and augmented reality, and gaming applications. However, existing 3D car datasets are either synthetic or low-quality, limiting their practical utility and leaving a significant gap with the high-quality real-world 3D car dataset. In this paper, we present the first large-scale 3D real car dataset, termed 3DRealCar, which offers three key features: (1) High-Volume: 2,500 cars meticulously scanned using smartphones to capture RGB images and point clouds with real-world dimensions; (2) High-Quality: Each car is represented by an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset encompasses a diverse collection of cars from over 100 brands, captured under three distinct lighting conditions (reflective, standard, and dark). We further provide detailed car parsing maps for each instance to facilitate research in automotive segmentation tasks. To focus on vehicles, background point clouds are removed, and all cars are aligned to a unified coordinate system, enabling controlled reconstruction and rendering. We benchmark state-of-the-art 3D reconstruction methods across different lighting conditions using 3DRealCar. Extensive experiments demonstrate that the standard lighting subset can be used to reconstruct high-quality 3D car models that significantly enhance performance on various car-related 2D and 3D tasks. Notably, our dataset reveals critical challenges faced by current 3D reconstruction methods under reflective and dark lighting conditions, providing valuable insights for future research.

Poster
3DGraphLLM: Combining Semantic Graphs and Large Language Models for 3D Scene Understanding

Tatiana Zemskova, Dmitry Yudin

展开摘要

A 3D scene graph represents a compact scene model by capturing both the objects present and the semantic relationships between them, making it a promising structure for robotic applications. To effectively interact with users, an embodied intelligent agent should be able to answer a wide range of natural language queries about the surrounding 3D environment. Large Language Models (LLMs) are beneficial solutions for user-robot interaction due to their natural language understanding and reasoning abilities. Recent methods for learning scene representations have shown that adapting these representations to the 3D world can significantly improve the quality of LLM responses. However, existing methods typically rely only on geometric information, such as object coordinates, and overlook the rich semantic relationships between objects. In this work, we propose 3DGraphLLM, a method for constructing a learnable representation of a 3D scene graph that explicitly incorporates semantic relationships. This representation is used as input to LLMs for performing 3D vision-language tasks. In our experiments on popular ScanRefer, Multi3DRefer, ScanQA, Sqa3D, and Scan2cap datasets, we demonstrate that our approach outperforms baselines that do not leverage semantic relationships between objects. The code is publicly available at https://github.com/CognitiveAISystems/3DGraphLLM.

Poster
3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt

Lukas Höllein, Aljaz Bozic, Michael Zollhofer, Matthias Nießner

展开摘要

We present 3DGS-LM, a new method that accelerates the reconstruction of 3D Gaussian Splatting (3DGS) by replacing its ADAM optimizer with a tailored Levenberg-Marquardt (LM). Existing methods reduce the optimization time by decreasing the number of Gaussians or by improving the implementation of the differentiable rasterizer. However, they still rely on the ADAM optimizer to fit Gaussian parameters of a scene in thousands of iterations, which can take up to an hour. To this end, we change the optimizer to LM that runs in conjunction with the 3DGS differentiable rasterizer. For efficient GPU parallelization, we propose a caching data structure for intermediate gradients that allows us to efficiently calculate Jacobian-vector products in custom CUDA kernels. In every LM iteration, we calculate update directions from multiple image subsets using these kernels and combine them in a weighted mean. Overall, our method is 20% faster than the original 3DGS while obtaining the same reconstruction quality. Our optimization is also agnostic to other methods that accelerate 3DGS, thus enabling even faster speedups compared to vanilla 3DGS.

Poster
3D-MOOD: Lifting 2D to 3D for Monocular Open-Set Object Detection

Yung-Hsu Yang, Luigi Piccinelli, Mattia Segu, Siyuan Li, Rui Huang, Yuqian Fu, Marc Pollefeys, Hermann Blum, Zuria Bauer

展开摘要

Monocular 3D object detection is valuable for various applications such as robotics and AR/VR. Existing methods are confined to closed-set settings, where the training and testing sets consist of the same scenes and/or object categories. However, real-world applications often introduce new environments and novel object categories, posing a challenge to these methods. In this paper, we address monocular 3D object detection in an open-set setting and introduce the first end-to-end 3D Monocular Open-set Object Detector (3D-MOOD). We propose to lift the open-set 2D detection into 3D space through our designed 3D bounding box head, enabling end-to-end joint training for both 2D and 3D tasks to yield better overall performance. We condition the object queries with geometry prior and overcome the generalization for 3D estimation across diverse scenes. To further improve performance, we design the canonical image space for more efficient cross-dataset training. We evaluate 3D-MOOD on both closed-set settings (Omni3D) and open-set settings (Omni3D - Argoverse 2, ScanNet), and achieve new state-of-the-art results. Code and models are available at royyang0714.github.io/3D-MOOD.

Poster
3D Test-time Adaptation via Graph Spectral Driven Point Shift

Xin Wei, Qin Yang, Yijie Fang, Mingrui Zhu, Nannan Wang

展开摘要

While test-time adaptation (TTA) methods effectively address domain shifts by dynamically adapting pre-trained models to target domain data during online inference, their application to 3D point clouds is hindered by their irregular and unordered structure. Current 3D TTA methods often rely on computationally expensive spatial-domain optimizations and may require additional training data. In contrast, we propose Graph Spectral Domain Test-Time Adaptation (GSDTTA), a novel approach for 3D point cloud classification that shifts adaptation to the graph spectral domain, enabling more efficient adaptation by capturing global structural properties with fewer parameters. Point clouds in target domain are represented as outlier-aware graphs and transformed into graph spectral domain by Graph Fourier Transform (GFT). For efficiency, adaptation is performed by optimizing only the lowest 10% of frequency components, which capture the majority of the point cloud's energy. An inverse GFT (IGFT) is then applied to reconstruct the adapted point cloud with the graph spectral-driven point shift. This process is enhanced by an eigenmap-guided self-training strategy that iteratively refines both the spectral adjustments and the model parameters. Experimental results and ablation studies on benchmark datasets demonstrate the effectiveness of GSDTTA, outperforming existing TTA methods for 3D point cloud classification.

Poster
3D Mesh Editing using Masked LRMs

Will Gao, Dilin Wang, Yuchen Fan, Aljaz Bozic, Tuur Stuyck, Zhengqin Li, Zhao Dong, Rakesh Ranjan, Nikolaos Sarafianos

展开摘要

We present a novel approach to mesh shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with the exception of a specified 3D region, in which the geometry should be generated from the conditional signal. To this end, we train a conditional Large Reconstruction Model (LRM) for masked reconstruction, using multi-view consistent masks rendered from a randomly generated 3D occlusion, and using one clean viewpoint as the conditional signal. During inference, we manually define a 3D region to edit and provide an edited image from a canonical viewpoint to fill that region. We demonstrate that, in just a single forward pass, our method not only preserves the input geometry in the unmasked region through reconstruction capabilities on par with SoTA, but is also expressive enough to perform a variety of mesh edits from a single image guidance that past works struggle with, while being 2-10 times faster than the top-performing prior work.

Poster
3D Gaussian Splatting Driven Multi-View Robust Physical Adversarial Camouflage Generation

Tianrui Lou, Xiaojun Jia, Siyuan Liang, Jiawei Liang, Ming Zhang, Yanjun Xiao, Xiaochun Cao

展开摘要

Physical adversarial attack methods expose the vulnerabilities of deep neural networks and pose a significant threat to safety-critical scenarios such as autonomous driving. Camouflage-based physical attack is a more promising approach compared to the patch-based attack, offering stronger adversarial effectiveness in complex physical environments. However, most prior work relies on mesh priors of the target object and virtual environments constructed by simulators, which are time-consuming to obtain and inevitably differ from the real world. Moreover, due to the limitations of the backgrounds in training images, previous methods often fail to produce multi-view robust adversarial camouflage and tend to fall into sub-optimal solutions. Due to these reasons, prior work lacks adversarial effectiveness and robustness across diverse viewpoints and physical environments. We propose a physical attack framework based on 3D Gaussian Splatting (3DGS), named PGA, which provides rapid and precise reconstruction with few images, along with photo-realistic rendering capabilities. Our framework further enhances cross-view robustness and adversarial effectiveness by preventing mutual and self-occlusion among Gaussians and employing a min-max optimization approach that adjusts the imaging background of each viewpoint, helping the algorithm filter out non-robust adversarial features. Extensive experiments validate the effectiveness and superiority of PGA. Our code is available at: https://github.com/TRLou/PGA.

Poster
3D Gaussian Map with Open-Set Semantic Grouping for Vision-Language Navigation

Jianzhe Gao, Rui Liu, Wenguan Wang

展开摘要

Vision-language navigation (VLN) requires an agent to traverse complex 3D environments based on natural language instructions, necessitating a thorough scene understanding. While existing works equip agents with various scene representations to enhance spatial awareness, they often neglect the complex 3D geometry and rich semantics in VLN scenarios, limiting the ability to generalize across diverse and unseen environments. To address these challenges, this work proposes a 3D Gaussian Map that represents the environment as a set of differentiable 3D Gaussians and accordingly develops a navigation strategy for VLN. Specifically, Egocentric Scene Map is constructed online by initializing 3D Gaussians from sparse pseudo-lidar point clouds, providing informative geometric priors for scene understanding. Each Gaussian primitive is further enriched through Open-Set Semantic Grouping operation, which groups 3D Gaussians based on their membership in object instances or stuff categories within the open world, resulting in a unified 3D Gaussian Map. Building on this map, Multi-Level Action Prediction strategy, which combines spatial-semantic cues at multiple granularities, is designed to assist agents in decision-making. Extensive experiments conducted on three public benchmarks (i.e., R2R, R4R, and REVERIE) validate the effectiveness of our method.

Poster
2HandedAfforder: Learning Precise Actionable Bimanual Affordances from Human Videos

Marvin Heidinger, Snehal Jauhri, Vignesh Prasad, Georgia Chalvatzaki

展开摘要

When interacting with objects, humans effectively reason about which regions of objects are viable for an intended action, i.e., the affordance regions of the object. They can also account for subtle differences in object regions based on the task to be performed and whether one or two hands need to be used. However, current vision-based affordance prediction methods often reduce the problem to naive object part segmentation. In this work, we propose a framework for extracting affordance data from human activity video datasets. Our extracted 2HANDS dataset contains precise object affordance region segmentations and affordance class-labels as narrations of the activity performed. The data also accounts for bimanual actions, i.e., two hands co-ordinating and interacting with one or more objects. We present a VLM-based affordance prediction model, 2HandedAfforder, trained on the dataset and demonstrate superior performance over baselines in affordance region segmentation for various activities. Finally, we show that our predicted affordance regions are actionable, i.e., can be used by an agent performing a task, through demonstration in robotic manipulation scenarios.

Poster
2D Gaussian Splatting-based Sparse-view Transparent Object Depth Reconstruction via Physics Simulation for Scene Update

Jeongyun Kim, Seunghoon Jeong, Giseop Kim, Myung-Hwan Jeon, Eunji Jun, Ayoung Kim

展开摘要

Understanding the 3D geometry of transparent objects from RGB images is challenging due to their inherent physical properties, such as reflection and refraction. To address these difficulties, especially in scenarios with sparse views and dynamic environments, we introduce TRAN-D, a novel 2D Gaussian Splatting-based depth reconstruction method for transparent objects. Our key insight lies in separating transparent objects from the background, enabling focused optimization of Gaussians corresponding to the object. We mitigate artifacts with an object-aware loss that places Gaussians in obscured regions, ensuring coverage of invisible surfaces while reducing overfitting. Furthermore, we incorporate a physics-based simulation that refines the reconstruction in just a few seconds, effectively handling object removal and chain-reaction movement of remaining objects without the need for rescanning. TRAN-D is evaluated on both synthetic and real-world sequences, and it consistently demonstrated robust improvements over existing GS-based state-of-the-art methods. In comparison with baselines, TRAN-D reduces the mean absolute error by over 39% for the synthetic TRansPose sequences. Furthermore, despite being updated using only one image, TRAN-D reaches a d < 2.5 cm accuracy of 48.46%, over 1.5 times that of baselines, which uses six images. Code and more results are available at https://jeongyun0609.github.io/TRAN-D/.

Poster