ICLR 2025 论文列表

International Conference on Learning Representations

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3,703篇论文

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  • Oral
    2135.8%
  • Spotlight
    38010.3%
  • Poster
    3,11084.0%

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SC-OmniGS: Self-Calibrating Omnidirectional Gaussian Splatting

Huajian Huang, Yingshu Chen, Longwei Li, Hui Cheng, Tristan Braud, Yajie Zhao, Sai-Kit Yeung

展开摘要

360-degree cameras streamline data collection for radiance field 3D reconstruction by capturing comprehensive scene data. However, traditional radiance field methods do not address the specific challenges inherent to 360-degree images. We present SC-OmniGS, a novel self-calibrating omnidirectional Gaussian splatting system for fast and accurate omnidirectional radiance field reconstruction using 360-degree images. Rather than converting 360-degree images to cube maps and performing perspective image calibration, we treat 360-degree images as a whole sphere and derive a mathematical framework that enables direct omnidirectional camera pose calibration accompanied by 3D Gaussians optimization. Furthermore, we introduce a differentiable omnidirectional camera model in order to rectify the distortion of real-world data for performance enhancement. Overall, the omnidirectional camera intrinsic model, extrinsic poses, and 3D Gaussians are jointly optimized by minimizing weighted spherical photometric loss. Extensive experiments have demonstrated that our proposed SC-OmniGS is able to recover a high-quality radiance field from noisy camera poses or even no pose prior in challenging scenarios characterized by wide baselines and non-object-centric configurations. The noticeable performance gain in the real-world dataset captured by consumer-grade omnidirectional cameras verifies the effectiveness of our general omnidirectional camera model in reducing the distortion of 360-degree images.

Poster
NextBestPath: Efficient 3D Mapping of Unseen Environments

Shiyao Li, Antoine Guedon, Clémentin Boittiaux, Shizhe Chen, Vincent Lepetit

展开摘要

This work addresses the problem of active 3D mapping, where an agent must find an efficient trajectory to exhaustively reconstruct a new scene. Previous approaches mainly predict the next best view near the agent's location, which is prone to getting stuck in local areas. Additionally, existing indoor datasets are insufficient due to limited geometric complexity and inaccurate ground truth meshes. To overcome these limitations, we introduce a novel dataset AiMDoom with a map generator for the Doom video game, enabling to better benchmark active 3D mapping in diverse indoor environments. Moreover, we propose a new method we call next-best-path (NBP), which predicts long-term goals rather than focusing solely on short-sighted views. The model jointly predicts accumulated surface coverage gains for long-term goals and obstacle maps, allowing it to efficiently plan optimal paths with a unified model. By leveraging online data collection, data augmentation and curriculum learning, NBP significantly outperforms state-of-the-art methods on both the existing MP3D dataset and our AiMDoom dataset, achieving more efficient mapping in indoor environments of varying complexity.

Poster
3DGS-Drag: Dragging Gaussians for Intuitive Point-Based 3D Editing

Jiahua Dong, Yu-Xiong Wang

展开摘要

The transformative potential of 3D content creation has been progressively unlocked through advancements in generative models. Recently, intuitive drag editing with geometric changes has attracted significant attention in 2D editing yet remains challenging for 3D scenes. In this paper, we introduce 3DGS-Drag, a point-based 3D editing framework that provides efficient, intuitive drag manipulation of real 3D scenes. Our approach bridges the gap between deformation-based and 2D-editing-based 3D editing methods, addressing their limitations to geometry-related content editing. We leverage two key innovations: deformation guidance utilizing 3D Gaussian Splatting for consistent geometric modifications and diffusion guidance for content correction and visual quality enhancement. A progressive editing strategy further supports aggressive 3D drag edits. Our method enables a wide range of edits, including motion change, shape adjustment, inpainting, and content extension. Experimental results demonstrate the effectiveness of 3DGS-Drag in various scenes, achieving state-of-the-art performance in geometry-related 3D content editing. Notably, the editing is efficient, taking 10 to 20 minutes on a single RTX 4090 GPU.

Poster
PuzzleFusion++: Auto-agglomerative 3D Fracture Assembly by Denoise and Verify

Zhengqing Wang, Jiacheng Chen, Yasutaka Furukawa

展开摘要

This paper proposes a novel “auto-agglomerative” 3D fracture assembly method, PuzzleFusion++, resembling how humans solve challenging spatial puzzles. Starting from individual fragments, the approach 1) aligns and merges fragments into larger groups akin to agglomerative clustering and 2) repeats the process iteratively in completing the assembly akin to auto-regressive methods. Concretely, a diffusion model denoises the 6-DoF alignment parameters of the fragments simultaneously, and a transformer model verifies and merges pairwise alignments into larger ones, whose process repeats iteratively. Extensive experiments on the Breaking Bad dataset show that PuzzleFusion++ outperforms all other state-of-the-art techniques by significant margins across all metrics In particular by over 10% in part accuracy and 50% in Chamfer distance. We will release code and model.

Poster
UniGS: Unified Language-Image-3D Pretraining with Gaussian Splatting

Haoyuan Li, Zhou Yanpeng, Tao Tang, Jifei Song, Yihan Zeng, Michael Kampffmeyer, Hang Xu, Xiaodan Liang

展开摘要

Recent advancements in multi-modal 3D pre-training methods have shown promising efficacy in learning joint representations of text, images, and point clouds. However, adopting point clouds as 3D representation fails to fully capture the intricacies of the 3D world and exhibits a noticeable gap between the discrete points and the dense 2D pixels of images. To tackle this issue, we propose UniGS, integrating 3D Gaussian Splatting (3DGS) into multi-modal pre-training to enhance the 3D representation. We first rely on the 3DGS representation to model the 3D world as a collection of 3D Gaussians with color and opacity, incorporating all the information of the 3D scene while establishing a strong connection with 2D images. Then, to achieve Language-Image-3D pertaining, UniGS starts with a pretrained vision-language model to establish a shared visual and textual space through extensive real-world image-text pairs. Subsequently, UniGS employs a 3D encoder to align the optimized 3DGS with the Language-Image representations to learn unified multi-modal representations. To facilitate the extraction of global explicit 3D features by the 3D encoder and achieve better cross-modal alignment, we additionally introduce a novel Gaussian-Aware Guidance module that guides the learning of fine-grained representations of the 3D domain. Through extensive experiments across the Objaverse, ABO, MVImgNet and SUN RGBD datasets with zero-shot classification, text-driven retrieval and open-world understanding tasks, we demonstrate the effectiveness of UniGS in learning a more general and stronger aligned multi-modal representation. Specifically, UniGS achieves leading results across different 3D tasks with remarkable improvements over previous SOTA, Uni3D, including on zero-shot classification (+9.36%), text-driven retrieval (+4.3%) and open-world understanding (+7.92%).

Poster
SPA: 3D Spatial-Awareness Enables Effective Embodied Representation

Haoyi Zhu, Honghui Yang, Yating Wang, Jiange Yang, Limin Wang, Tong He

展开摘要

In this paper, we introduce SPA, a novel representation learning framework that emphasizes the importance of 3D spatial awareness in embodied AI. Our approach leverages differentiable neural rendering on multi-view images to endow a vanilla Vision Transformer (ViT) with intrinsic spatial understanding. We present the most comprehensive evaluation of embodied representation learning to date, covering 268 tasks across 8 simulators with diverse policies in both single-task and language-conditioned multi-task scenarios. The results are compelling: SPA consistently outperforms more than 10 state-of-the-art representation methods, including those specifically designed for embodied AI, vision-centric tasks, and multi-modal applications, while using less training data. Furthermore, we conduct a series of real-world experiments to confirm its effectiveness in practical scenarios. These results highlight the critical role of 3D spatial awareness for embodied representation learning. Our strongest model takes more than 6000 GPU hours to train and we are committed to open-sourcing all code and model weights to foster future research in embodied representation learning.

Poster
Linear Transformer Topological Masking with Graph Random Features

Isaac Reid, Kumar Avinava Dubey, Deepali Jain, William F Whitney, Amr Ahmed, Joshua Ainslie, Alex Bewley, Mithun George Jacob, Aranyak Mehta, David Rendleman, Connor Schenck, Richard E. Turner, René Wagner, Adrian Weller, Krzysztof Marcin Choromanski

展开摘要

When training transformers on graph-structured data, incorporating information about the underlying topology is crucial for good performance. Topological masking, a type of relative position encoding, achieves this by upweighting or downweighting attention depending on the relationship between the query and keys in the graph. In this paper, we propose to parameterise topological masks as a learnable function of a weighted adjacency matrix -- a novel, flexible approach which incorporates a strong structural inductive bias. By approximating this mask with graph random features (for which we prove the first known concentration bounds), we show how this can be made fully compatible with linear attention, preserving $\mathcal{O}(N)$ time and space complexity with respect to the number of input tokens. The fastest previous alternative was $\mathcal{O}(N \log N)$ and only suitable for specific graphs. Our efficient masking algorithms provide strong performance gains for image and point cloud data, including with $>30$k nodes.

Poster
Model merging with SVD to tie the Knots

George Stoica, Pratik Ramesh, Boglarka Ecsedi, Leshem Choshen, Judy Hoffman

展开摘要

Recent model merging methods demonstrate that the parameters of fully-finetuned models specializing in distinct tasks can be combined into one model capable of solving all tasks without retraining. Yet, this success does not transfer well when merging LoRA finetuned models. We study this phenomenon and observe that the weights of LoRA finetuned models showcase a lower degree of alignment compared to their fully-finetuned counterparts. We hypothesize that improving this alignment is key to obtaining better LoRA model merges, and propose KnOTS to address this problem. KnOTS uses the SVD to jointly transform the weights of different LoRA models into an aligned space, where existing merging methods can be applied. In addition, we introduce a new benchmark that explicitly evaluates whether merged models are general models. Notably, KnOTS consistently improves LoRA merging by up to 4.3% across several vision and language benchmarks, including our new setting. We release our code at: https://github.com/gstoica27/KnOTS.

Poster
Not-So-Optimal Transport Flows for 3D Point Cloud Generation

Ka-Hei Hui, Chao Liu, Xiaohui Zeng, Chi-Wing Fu, Arash Vahdat

展开摘要

Learning generative models of 3D point clouds is one of the fundamental problems in 3D generative learning. One of the key properties of point clouds is their permutation invariance, i.e., changing the order of points in a point cloud does not change the shape they represent. In this paper, we analyze the recently proposed equivariant OT flows that learn permutation invariant generative models for point-based molecular data and we show that these models scale poorly on large point clouds. Also, we observe learning (equivariant) OT flows is generally challenging since straightening flow trajectories makes the learned flow model complex at the beginning of the trajectory. To remedy these, we propose not-so-optimal transport flow models that obtain an approximate OT by an offline OT precomputation, enabling an efficient construction of OT pairs for training. During training, we can additionally construct a hybrid coupling by combining our approximate OT and independent coupling to make the target flow models easier to learn. In an extensive empirical study, we show that our proposed model outperforms prior diffusion- and flow -based approaches on a wide range of unconditional generation and shape completion on the ShapeNet benchmark.

Poster
Captured by Captions: On Memorization and its Mitigation in CLIP Models

Wenhao Wang, Adam Dziedzic, Grace C. Kim, Michael Backes, Franziska Boenisch

展开摘要

Multi-modal models, such as CLIP, have demonstrated strong performance in aligning visual and textual representations, excelling in tasks like image retrieval and zero-shot classification. Despite this success, the mechanisms by which these models utilize training data, particularly the role of memorization, remain unclear. In uni-modal models, both supervised and self-supervised, memorization has been shown to be essential for generalization. However, it is not well understood how these findings would apply to CLIP, which incorporates elements from both supervised learning via captions that provide a supervisory signal similar to labels, and from self-supervised learning via the contrastive objective. To bridge this gap in understanding, we propose a formal definition of memorization in CLIP (CLIPMem) and use it to quantify memorization in CLIP models. Our results indicate that CLIP’s memorization behavior falls between the supervised and self-supervised paradigms, with "mis-captioned" samples exhibiting highest levels of memorization. Additionally, we find that the text encoder contributes more to memorization than the image encoder, suggesting that mitigation strategies should focus on the text domain. Building on these insights, we propose multiple strategies to reduce memorization while at the same time improving utility---something that had not been shown before for traditional learning paradigms where reducing memorization typically results in utility decrease.

Poster
NeuralPlane: Structured 3D Reconstruction in Planar Primitives with Neural Fields

Hanqiao Ye, Yuzhou Liu, Yangdong Liu, Shuhan Shen

展开摘要

3D maps assembled from planar primitives are compact and expressive in representing man-made environments. In this paper, we present **NeuralPlane**, a novel approach that explores **neural** fields for multi-view 3D **plane** reconstruction. Our method is centered upon the core idea of distilling geometric and semantic cues from inconsistent 2D plane observations into a unified 3D neural representation, which unlocks the full leverage of plane attributes. It is accomplished through several key designs, including: 1) a monocular module that generates geometrically smooth and semantically meaningful segments known as 2D plane observations, 2) a plane-guided training procedure that implicitly learns accurate 3D geometry from the multi-view plane observations, and 3) a self-supervised feature field termed *Neural Coplanarity Field* that enables the modeling of scene semantics alongside the geometry. Without relying on prior plane annotations, our method achieves high-fidelity reconstruction comprising planar primitives that are not only crisp but also well-aligned with the semantic content. Comprehensive experiments on ScanNetv2 and ScanNet++ demonstrate the superiority of our method in both geometry and semantics.

Oral
HASARD: A Benchmark for Vision-Based Safe Reinforcement Learning in Embodied Agents

Tristan Tomilin, Meng Fang, Mykola Pechenizkiy

展开摘要

Advancing safe autonomous systems through reinforcement learning (RL) requires robust benchmarks to evaluate performance, analyze methods, and assess agent competencies. Humans primarily rely on embodied visual perception to safely navigate and interact with their surroundings, making it a valuable capability for RL agents. However, existing vision-based 3D benchmarks only consider simple navigation tasks. To address this shortcoming, we introduce **HASARD**, a suite of diverse and complex tasks to **HA**rness **SA**fe **R**L with **D**oom, requiring strategic decision-making, comprehending spatial relationships, and predicting the short-term future. HASARD features three difficulty levels and two action spaces. An empirical evaluation of popular baseline methods demonstrates the benchmark's complexity, unique challenges, and reward-cost trade-offs. Visualizing agent navigation during training with top-down heatmaps provides insight into a method's learning process. Incrementally training across difficulty levels offers an implicit learning curriculum. HASARD is the first safe RL benchmark to exclusively target egocentric vision-based learning, offering a cost-effective and insightful way to explore the potential and boundaries of current and future safe RL methods. The environments and baseline implementations are open-sourced.

Poster
Graph-Guided Scene Reconstruction from Images with 3D Gaussian Splatting

Chong Cheng, Gaochao Song, Yiyang Yao, Qinzheng Zhou, Gangjian Zhang, Hao Wang

展开摘要

This paper investigates an open research challenge of reconstructing high-quality, large-scale 3D open scenes from images. It is observed existing methods have various limitations, such as requiring precise camera poses for input and dense viewpoints for supervision. To perform effective and efficient 3D scene reconstruction, we propose a novel graph-guided 3D scene reconstruction framework, GraphGS. Specifically, given a set of images captured by RGB cameras on a scene, we first design a spatial prior-based scene structure estimation method. This is then used to create a camera graph that includes information about the camera topology. Further, we propose to apply the graph-guided multi-view consistency constraint and adaptive sampling strategy to the 3D Gaussian Splatting optimization process. This greatly alleviates the issue of Gaussian points overfitting to specific sparse viewpoints and expedites the 3D reconstruction process. We demonstrate GraphGS achieves high-fidelity 3D reconstruction from images, which presents state-of-the-art performance through quantitative and qualitative evaluation across multiple datasets.

Poster
ND-SDF: Learning Normal Deflection Fields for High-Fidelity Indoor Reconstruction

Ziyu Tang, Weicai Ye, Yifan Wang, Di Huang, Hujun Bao, Tong He, Guofeng Zhang

展开摘要

Neural implicit reconstruction via volume rendering has demonstrated its effectiveness in recovering dense 3D surfaces. However, it is non-trivial to simultaneously recover meticulous geometry and preserve smoothness across regions with differing characteristics. To address this issue, previous methods typically employ geometric priors, which are often constrained by the performance of the prior models. In this paper, we propose ND-SDF, which learns a Normal Deflection field to represent the angular deviation between the scene normal and the prior normal. Unlike previous methods that uniformly apply geometric priors on all samples, introducing significant bias in accuracy, our proposed normal deflection field dynamically learns and adapts the utilization of samples based on their specific characteristics, thereby improving both the accuracy and effectiveness of the model. Our method not only obtains smooth weakly textured regions such as walls and floors but also preserves the geometric details of complex structures. In addition, we introduce a novel ray sampling strategy based on the deflection angle to facilitate the unbiased rendering process, which significantly improves the quality and accuracy of intricate surfaces, especially on thin structures. Consistent improvements on various challenging datasets demonstrate the superiority of our method.

Spotlight
CREMA: Generalizable and Efficient Video-Language Reasoning via Multimodal Modular Fusion

Shoubin Yu, Jaehong Yoon, Mohit Bansal

展开摘要

Despite impressive advancements in recent multimodal reasoning approaches, they are still limited in flexibility and efficiency, as these models typically process only a few fixed modality inputs and require updates to numerous parameters. This paper tackles these critical challenges and proposes CREMA, a generalizable, highly efficient, and modular modality-fusion framework that can incorporate many new modalities to enhance video reasoning. We first augment multiple informative modalities (such as optical flow, 3D point cloud, audio, thermal heatmap, and touch map) from given videos without extra human annotation by leveraging sensors or existing pre-trained models. Next, we introduce a query transformer with multiple parameter-efficient modules associated with each accessible modality. It projects diverse modality features to the LLM token embedding space, allowing the model to integrate different data types for response generation. Furthermore, we propose a novel progressive multimodal fusion design supported by a lightweight fusion module and modality-sequential training strategy. It helps compress information across various assisting modalities, maintaining computational efficiency in the LLM while improving performance. We validate our method on seven video-language reasoning tasks assisted by diverse modalities, including conventional VideoQA and Video-Audio/3D/Touch/Thermal QA, and achieve better/equivalent performance against strong multimodal LLMs, including OneLLM, BLIP-2, and SeViLA while reducing over 90% trainable parameters. We provide extensive analyses of CREMA, including the impact of each modality on reasoning domains, the design of the fusion module, and example visualizations.

Poster
Dream to Manipulate: Compositional World Models Empowering Robot Imitation Learning with Imagination

Leonardo Barcellona, Andrii Zadaianchuk, Davide Allegro, Samuele Papa, Stefano Ghidoni, Efstratios Gavves

展开摘要

A world model provides an agent with a representation of its environment, enabling it to predict the causal consequences of its actions. Current world models typically cannot directly and explicitly imitate the actual environment in front of a robot, often resulting in unrealistic behaviors and hallucinations that make them unsuitable for real-world robotics applications. To overcome those challenges, we propose to rethink robot world models as learnable digital twins. We introduce DreMa, a new approach for constructing digital twins automatically using learned explicit representations of the real world and its dynamics, bridging the gap between traditional digital twins and world models. DreMa replicates the observed world and its structure by integrating Gaussian Splatting and physics simulators, allowing robots to imagine novel configurations of objects and to predict the future consequences of robot actions thanks to its compositionality. We leverage this capability to generate new data for imitation learning by applying equivariant transformations to a small set of demonstrations. Our evaluations across various settings demonstrate significant improvements in accuracy and robustness by incrementing actions and object distributions, reducing the data needed to learn a policy and improving the generalization of the agents. As a highlight, we show that a real Franka Emika Panda robot, powered by DreMa’s imagination, can successfully learn novel physical tasks from just a single example per task variation (one-shot policy learning). Our project page can be found in: https://dreamtomanipulate.github.io/.

Poster
RelitLRM: Generative Relightable Radiance for Large Reconstruction Models

Tianyuan Zhang, Zhengfei Kuang, Haian Jin, Zexiang Xu, Sai Bi, Hao Tan, He Zhang, Yiwei Hu, Milos Hasan, William T. Freeman, Kai Zhang, Fujun Luan

展开摘要

We propose RelitLRM, a Large Reconstruction Model (LRM) for generating high-quality Gaussian splatting representations of 3D objects under novel illuminations from sparse (4-8) posed images captured under unknown static lighting. Unlike prior inverse rendering methods requiring dense captures and slow optimization, often causing artifacts like incorrect highlights or shadow baking, RelitLRM adopts a feed-forward transformer-based model with a novel combination of a geometry reconstructor and a relightable appearance generator based on diffusion. The model is trained end-to-end on synthetic multi-view renderings of objects under varying known illuminations. This architecture design enables to effectively decompose geometry and appearance, resolve the ambiguity between material and lighting, and capture the multi-modal distribution of shadows and specularity in the relit appearance. We show our sparse-view feed-forward RelitLRM offers competitive relighting results to state-of-the-art dense-view optimization-based baselines while being significantly faster. Our project page is available at: https://relit-lrm.github.io/.

Spotlight
MoDGS: Dynamic Gaussian Splatting from Casually-captured Monocular Videos with Depth Priors

Qingming LIU, Yuan Liu, Jiepeng Wang, Xianqiang Lyu, Peng Wang, Wenping Wang, Junhui Hou

展开摘要

In this paper, we propose MoDGS, a new pipeline to render novel-view images in dynamic scenes using only casually captured monocular videos. Previous monocular dynamic NeRF or Gaussian Splatting methods strongly rely on the rapid movement of input cameras to construct multiview consistency but fail to reconstruct dynamic scenes on casually captured input videos whose cameras are static or move slowly. To address this challenging task, MoDGS adopts recent single-view depth estimation methods to guide the learning of the dynamic scene. Then, a novel 3D-aware initialization method is proposed to learn a reasonable deformation field and a new robust depth loss is proposed to guide the learning of dynamic scene geometry. Comprehensive experiments demonstrate that MoDGS is able to render high-quality novel view images of dynamic scenes from just a casually captured monocular video, which outperforms baseline methods by a significant margin. Project page: https://MoDGS.github.io

Poster
HQGS: High-Quality Novel View Synthesis with Gaussian Splatting in Degraded Scenes

Xin Lin, Shi Luo, Xiaojun Shan, Xiaoyu Zhou, Chao Ren, Lu Qi, Ming-Hsuan Yang, Nuno Vasconcelos

展开摘要

3D Gaussian Splatting (3DGS) has shown promising results for Novel View Synthesis. However, while it is quite effective when based on high-quality images, its performance declines as image quality degrades, due to lack of resolution, motion blur, noise, compression artifacts, or other factors common in real-world data collection. While some solutions have been proposed for specific types of degradation, general techniques are still missing. To address the problem, we propose a robust HQGS that significantly enhances the 3DGS under various degradation scenarios. We first analyze that 3DGS lacks sufficient attention in some detailed regions in low-quality scenes, leading to the absence of Gaussian primitives in those areas and resulting in loss of detail in the rendered images. To address this issue, we focus on leveraging edge structural information to provide additional guidance for 3DGS, enhancing its robustness. First, we introduce an edge-semantic fusion guidance module that combines rich texture information from high-frequency edge-aware maps with semantic information from images. The fused features serve as prior guidance to capture detailed distribution across different regions, bringing more attention to areas with detailed edge information and allowing for a higher concentration of Gaussian primitives to be assigned to such areas. Additionally, we present a structural cosine similarity loss to complement pixel-level constraints, further improving the quality of the rendered images. Extensive experiments demonstrate that our method offers better robustness and achieves the best results across various degraded scenes. Source code and trained models are publicly available at: \url{https://github.com/linxin0/HQGS}.

Poster
OmniRe: Omni Urban Scene Reconstruction

Ziyu Chen, Jiawei Yang, Jiahui Huang, Riccardo de Lutio, Janick Martinez Esturo, Boris Ivanovic, Or Litany, Zan Gojcic, Sanja Fidler, Marco Pavone, Li Song, Yue Wang

展开摘要

We introduce OmniRe, a comprehensive system for efficiently creating high-fidelity digital twins of dynamic real-world scenes from on-device logs. Recent methods using neural fields or Gaussian Splatting primarily focus on vehicles, hindering a holistic framework for all dynamic foregrounds demanded by downstream applications, e.g., the simulation of human behavior. OmniRe extends beyond vehicle modeling to enable accurate, full-length reconstruction of diverse dynamic objects in urban scenes. Our approach builds scene graphs on 3DGS and constructs multiple Gaussian representations in canonical spaces that model various dynamic actors, including vehicles, pedestrians, cyclists, and others. OmniRe allows holistically reconstructing any dynamic object in the scene, enabling advanced simulations (~60 Hz) that include human-participated scenarios, such as pedestrian behavior simulation and human-vehicle interaction. This comprehensive simulation capability is unmatched by existing methods. Extensive evaluations on the Waymo dataset show that our approach outperforms prior state-of-the-art methods quantitatively and qualitatively by a large margin. We further extend our results to 5 additional popular driving datasets to demonstrate its generalizability on common urban scenes. Code and results are available at [omnire](https://ziyc.github.io/omnire/).

Spotlight