ICLR 2026 论文列表

International Conference on Learning Representations

录用类型

5,358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
    2244.2%
  • Poster
    5,13495.8%

浏览全部论文

ReSplat: Degradation-agnostic Feed-forward Gaussian Splatting via Self-guided Residual Diffusion

Youngho Yoon, Kuk-Jin Yoon

展开摘要

Recent advances in novel view synthesis (NVS) have predominantly focused on ideal, clear input settings, limiting their applicability in real-world environments with common degradations such as blur, low-light, haze, rain, and snow. While some approaches address NVS under specific degradation types, they are often tailored to narrow cases, lacking the generalizability needed for broader scenarios. To address this issue, we propose Restoration-based feed-forward Gaussian Splatting, named ReSplat, a novel framework capable of handling degraded multi-view inputs. Our model jointly estimates restored images and gaussians to represent the clear scene for NVS. We enable multi-view consistent universal image restoration by utilizing the 3d gaussians generated during the diffusion sampling process as self-guidance. This results in sharper and more reliable novel views. Notably, our framework adapts to various degradations without prior knowledge of their specific types. Extensive experiments demonstrate that ReSplat significantly outperforms existing methods across challenging conditions, including blur, low-light, haze, rain, and snow, delivering superior visual quality and robust NVS performance.

Poster
CLAP: Unsupervised 3D Representation Learning for Fusion 3D Perception via Curvature Sampling and Prototype Learning

Runjian Chen, Hang Zhang, Avinash Ravichandran, Hyoungseob Park, Wenqi Shao, Alex Wong, Ping Luo

展开摘要

Unsupervised 3D representation learning reduces the burden of labeling multimodal 3D data for fusion perception tasks. Among different pre-training paradigms, differentiable-rendering-based methods have shown most promise. However, existing works separately conduct pre-training for each modalities due to computational costs of processing large point clouds with images. As such, mutual benefit of high-level semantics (from image) and 3D structure (from point cloud) has not been exploited. To address this gap, we propose a joint unsupervised differentiable-rendering-based pre-training method for images and point clouds, termed CLAP, short for Curvature sampLing and leArnable Prototype. Specifically, our method overcomes the computational hurdle by Curvature Sampling to select the more informative points/pixels for pre-training. To uncover the performance benefits brought by their complementarity, we propose to use learnable prototypes to represent parts of the 3D scenes in a common feature space and an Expectation-Maximization training scheme to associate embeddings of each modality to prototypes. We further propose a swapping prediction loss that explores their interplay through prototypes along with a Gram Matrix Regularization term to maintain training stability. Experiments on NuScenes and Waymo datasets show that CLAP achieves up to 100% more performance gain as compared to previous SOTA pre-training methods. Codes and models will be released.

Poster
Point-MoE: Large-Scale Multi-Dataset Training with Mixture-of-Experts for 3D Semantic Segmentation

Xuweiyi Chen, Wentao Zhou, Aruni RoyChowdhury, Zezhou Cheng

展开摘要

While massively both scaling data and models have become central in NLP and 2D vision, their benefits for 3D point cloud understanding remain limited. We study the initial step of 3D point cloud scaling under a realistic regime: large-scale multi-dataset joint training for 3D semantic segmentation, with no dataset labels available at inference time. Point clouds arise from a wide range of sensors (e.g., depth cameras, LiDAR) and scenes (e.g., indoor, outdoor), yielding heterogeneous scanning patterns, sampling densities, and semantic biases; naively mixing such datasets degrades standard backbones. We introduce **Point-MoE**, a Mixture-of-Experts design that expands capacity through sparsely activated expert MLPs and a lightweight top-$k$ router, allowing tokens to select specialized experts without requiring dataset supervision. Trained jointly on a diverse mix of indoor and outdoor datasets and evaluated on seen datasets and in zero-shot settings, Point-MoE outperforms prior methods without using dataset labels for either training or inference. This outlines a scalable path for 3D perception: letting the model discover structure in heterogeneous 3D data rather than imposing it via manual curation or dataset-specific heuristics.

Poster
Hyden: A Hybrid Dual-Path Encoder for Monocular Geometry of High-resolution Images

Zaiwei Zhang, Marc Mapeke, Wei Ye, Rakesh Ranjan, JQ Huang

展开摘要

We present a hybrid dual-path vision encoder (Hyden) for high-resolution monocular depth, point map and surface normal estimation, surpassing state-of-the-art accuracy with a fraction of the inference cost. The architecture pairs a low-resolution Vision Transformer branch for global context with a full-resolution CNN branch for fine details, fusing features via a lightweight MLP before decoding. By exploiting the linear scaling of CNNs and constraining transformer computation to a fixed resolution, the model delivers fast inference even on multi-megapixel inputs. To overcome the scarcity of high-quality high-resolution supervision, we introduce a self-distillation framework that generates pseudo-labels from existing models at both lower resolution full images and high-resolution crops—global labels preserve geometric accuracy, while local labels capture sharper details. To demonstrate the flexibility of our approach, we integrate Hyden and our self-distillation method into DepthAnything-v2 for depth estimation and MoGe2 for surface normal and metric point map prediction, achieving state-of-the-art results on high-resolution benchmarks with the lowest inference latency among competing methods.

Poster
HiDivDrop: Vision Token Reduction in MLLMs via Late Injection and Differentiable Top-K

Hao Wu, Yingqi Fan, Dai Jinyang, Junlong Tong, Yunpu Ma, Xiaoyu Shen

展开摘要

The computational cost of Multimodal Large Language Models (MLLMs), driven by the quadratic complexity of processing vision tokens, remains a significant barrier to their widespread adoption. While progressive vision token pruning is a promising solution, we find that its full potential has been unrealized due to two key limitations: it misinterprets the role of shallow layers as being crucial for fusion and employs overly rigid, non-adaptive pruning schedules. To address these flaws, we introduce HiDivDrop, a framework that tailors token pruning to the true hierarchical function of MLLM layers. HiDivDrop incorporates two key innovations: (1) a Late Injection strategy that bypasses passive shallow layers, introducing visual tokens directly where active fusion begins; and (2) a Concave Pyramid Pruning scheme with an Early Exit mechanism that dynamically adjusts the pruning rate throughout the middle and deep layers. This process is optimized via an inter-layer similarity measure and a differentiable top-$k$ operator. Extensive experiments show that HiDivDrop compresses $\sim$90\% visual tokens while matching the original performance and accelerating training by 1.72$\times$. Our work not only sets a new state-of-the-art for efficient MLLM training and inference but also provides valuable insights into the hierarchical nature of multimodal fusion.

Poster
Color3D: Controllable and Consistent 3D Colorization with Personalized Colorizer

Yecong Wan, Mingwen Shao, Renlong Wu, Wangmeng Zuo

展开摘要

In this work, we present Color3D, a highly adaptable framework for colorizing both static and dynamic 3D scenes from monochromatic inputs, delivering visually diverse and chromatically vibrant reconstructions with flexible user-guided control. In contrast to existing methods that focus solely on static scenarios and enforce multi-view consistency by averaging color variations which inevitably sacrifice both chromatic richness and controllability, our approach is able to preserve color diversity and steerability while ensuring cross-view and cross-time consistency. In particular, the core insight of our method is to colorize only a single key view and then fine-tune a personalized colorizer to propagate its color to novel views and time steps. Through personalization, the colorizer learns a scene-specific deterministic color mapping underlying the reference view, enabling it to consistently project corresponding colors to the content in novel views and video frames via its inherent inductive bias. Once trained, the personalized colorizer can be applied to infer consistent chrominance for all other images, enabling direct reconstruction of colorful 3D scenes with a dedicated Lab color space Gaussian splatting representation. The proposed framework ingeniously recasts complicated 3D colorization as a more tractable single image paradigm, allowing seamless integration of arbitrary image colorization models with enhanced flexibility and controllability. Extensive experiments across diverse static and dynamic 3D colorization benchmarks substantiate that our method can deliver more consistent and chromatically rich renderings with precise user control. Project Page: https://yecongwan.github.io/Color3D/.

Poster
FlashWorld: High-quality 3D Scene Generation within Seconds

Xinyang Li, Tengfei Wang, Zixiao Gu, Shengchuan Zhang, Chunchao Guo, Liujuan Cao

展开摘要

We propose FlashWorld, a generative model that produces 3D scenes from a single image or text prompt in seconds, $10 \sim 100\times$ faster than previous works while possessing superior rendering quality. Our approach shifts from the conventional multi-view-oriented (MV-oriented) paradigm, which generates multi-view images for subsequent 3D reconstruction, to a 3D-oriented approach where the model directly produces 3D Gaussian representations during multi-view generation. While ensuring 3D consistency, 3D-oriented method typically suffers poor visual quality. FlashWorld includes a dual-mode pre-training phase followed by a cross-mode post-training phase, effectively integrating the strengths of both paradigms. Specifically, leveraging the prior from a video diffusion model, we first pre-train a dual-mode multi-view diffusion model, which jointly supports MV-oriented and 3D-oriented generation mode. To bridge the quality gap in 3D-oriented generation, we further propose a cross-mode post-training distillation by matching distribution from consistent 3D-oriented mode to high-quality MV-oriented mode. This not only enhances visual quality while maintaining 3D consistency, but also reduces the required denoising steps for inference. Also, we propose a strategy to leverage massive single-view images and text prompts during this process to enhance the model's generalization to out-of-distribution inputs. Extensive experiments demonstrate the superiority and efficiency of our method. Our code is released at https://github.com/imlixinyang/FlashWorld.

Oral
Dynamic Texture Modeling of 3D Clothed Gaussian Avatars from a Single Video

Seungeun Lee, SeungJun Moon, Hah Min Lew, Ji-Su Kang, Gyeong-Moon Park

展开摘要

Recent advances in neural rendering, particularly 3D Gaussian Splatting (3DGS), have enabled animatable 3D human avatars from single videos with efficient rendering and high fidelity. However, current methods struggle with dynamic appearances, especially in loose garments (e.g., skirts), causing unrealistic cloth motion and needle artifacts. This paper introduces a novel approach to dynamic appearance modeling for 3DGS-based avatars, focusing on loose clothing. We identify two key challenges: (1) limited Gaussian deformation under pre-defined template articulation, and (2) a mismatch between body-template assumptions and the geometry of loose apparel. To address these issues, we propose a motion-aware autoregressive structural deformation framework for Gaussians. We structure Gaussians into an approximate graph and recursively predict structure-preserving updates, yielding realistic, template-free cloth dynamics. Our framework enables view-consistent and robust appearance modeling under the single-view constraint, producing accurate foreground silhouettes and precise alignment of Gaussian points with clothed shapes. To demonstrate the effectiveness of our method, we introduce an in-the-wild dataset featuring subjects performing dynamic movements in loose clothing, and extensive experiments validate that our approach significantly outperforms existing 3DGS-based methods in modeling dynamic appearances from single videos.

Poster
Exploring the Potential of Encoder-free Architectures in 3D LMMs

Yiwen Tang, Ziyu Guo, Zhuhao Wang, Renrui Zhang, Qizhi Chen, Junli Liu, Delin Qu, Dong Wang, Bin Zhao, Xuelong Li

展开摘要

Encoder-free architectures have been preliminarily explored in the 2D Large Multimodal Models (LMMs), yet it remains an open question whether they can be effectively applied to 3D understanding scenarios. In this paper, we present the first comprehensive investigation into the potential of encoder-free architectures to alleviate the challenges of encoder-based 3D LMMs. These long-standing challenges include the failure to adapt to varying point cloud resolutions during inference and the point features from the encoder not meeting the semantic needs of Large Language Models (LLMs). We identify key aspects for 3D LMMs to remove the pre-trained encoder and enable the LLM to assume the role of the 3D encoder: 1) We propose the LLM-embedded Semantic Encoding strategy in the pre-training stage, exploring the effects of various point cloud self-supervised losses. And we present the Hybrid Semantic Loss to extract high-level semantics. 2) We introduce the Hierarchical Geometry Aggregation strategy in the instruction tuning stage. This incorporates inductive bias into the LLM layers to focus on the local details of the point clouds. To the end, we present the first Encoder-free 3D LMM, **ENEL**. Our 7B model rivals the state-of-the-art model, PointLLM-PiSA-13B, achieving 57.91%, 61.0%, and 55.20% on the classification, captioning, and VQA tasks, respectively. Our results show that the encoder-free architecture is highly promising for replacing encoder-based architectures in the field of 3D understanding.

Poster
Bridging Piano Transcription and Rendering via Disentangled Score Content and Style

Wei Zeng, JUNCHUAN ZHAO, Ye Wang

展开摘要

Expressive performance rendering (EPR) and automatic piano transcription (APT) are fundamental yet inverse tasks in music information retrieval: EPR generates expressive performances from symbolic scores, while APT recovers scores from performances. Despite their dual nature, prior work has addressed them independently. In this paper, we propose a unified framework that jointly models EPR and APT by disentangling note-level score content and global performance style representations from both paired and unpaired data. Our framework is built on a transformer-based sequence-to-sequence (Seq2Seq) architecture and is trained using only sequence-aligned data, without requiring fine-grained note-level alignment. To automate the rendering process while ensuring stylistic compatibility with the score, we introduce an independent diffusion-based performance style recommendation (PSR) module that generates style embeddings directly from score content. This modular component supports both style transfer and flexible rendering across a range of expressive styles. Experimental results from both objective and subjective evaluations demonstrate that our framework achieves competitive performance on EPR and APT tasks, while enabling effective content–style disentanglement, reliable style transfer, and stylistically appropriate rendering. Demos are available at https://wei-zeng98.github.io/joint-apt-epr/.

Poster
D-REX: Differentiable Real-to-Sim-to-Real Engine for Learning Dexterous Grasping

Haozhe Lou, Mingtong Zhang, Haoran Geng, Hanyang Zhou, Sicheng He, Zhiyuan Gao, Siheng Zhao, Jiageng Mao, Pieter Abbeel, Jitendra Malik, Daniel Seita, Yue Wang

展开摘要

Simulation provides a cost-effective and flexible platform for data generation and policy learning to develop robotic systems. However, bridging the gap between simulation and real-world dynamics remains a significant challenge, especially in physical parameter identification. In this work, we introduce a real-to-sim-to-real engine that leverages the Gaussian Splat representations to build a differentiable engine, enabling object mass identification from real-world visual observations and robot control signals, while enabling grasping policy learning simultaneously. Through optimizing the mass of the manipulated object, our method automatically builds high-fidelity and physically plausible digital twins. Additionally, we propose a novel approach to train force-aware grasping policies from limited data by transferring feasible human demonstrations into simulated robot demonstrations. Through comprehensive experiments, we demonstrate that our engine achieves accurate and robust performance in mass identification across various object geometries and mass values. Those optimized mass values facilitate force-aware policy learning, achieving superior and high performance in object grasping, effectively reducing the sim-to-real gap. Our code is included in the Supplementary Material and will be open source to facilitate reproducibility. Anonymous project page is available at https://robot-drex-engine.github.io.

Poster
Dynamic Novel View Synthesis in High Dynamic Range

Kaixuan Zhang, Zhipeng Xiong, Minxian Li, Mingwu Ren, Jiankang Deng, Xiatian Zhu

展开摘要

High Dynamic Range Novel View Synthesis (HDR NVS) seeks to learn an HDR 3D model from Low Dynamic Range (LDR) training images captured under conventional imaging conditions. Current methods primarily focus on static scenes, implicitly assuming all scene elements remain stationary and non-living. However, real-world scenarios frequently feature dynamic elements, such as moving objects, varying lighting conditions, and other temporal events, thereby presenting a significantly more challenging scenario. To address this gap, we propose a more realistic problem named HDR Dynamic Novel View Synthesis (HDR DNVS), where the additional dimension ``Dynamic'' emphasizes the necessity of jointly modeling temporal radiance variations alongside sophisticated 3D translation between LDR and HDR. To tackle this complex, intertwined challenge, we introduce HDR-4DGS, a Gaussian Splatting-based architecture featured with an innovative dynamic tone-mapping module that explicitly connects HDR and LDR domains, maintaining temporal radiance coherence by dynamically adapting tone-mapping functions according to the evolving radiance distributions across the temporal dimension. As a result, HDR-4DGS achieves both temporal radiance consistency and spatially accurate color translation, enabling photorealistic HDR renderings from arbitrary viewpoints and time instances. Extensive experiments demonstrate that HDR-4DGS surpasses existing state-of-the-art methods in both quantitative performance and visual fidelity. Source code is available at \url{https://github.com/prinasi/HDR-4DGS}.

Poster
Vulcan: Crafting Compact Class-Specific Vision Transformers For Edge Intelligence

Ziteng Wei, Qiang He, Feifei Chen, Ranjie Duan, Xiaodan Li, Bin Li, YueFeng Chen, Hui Xue, Hai Jin, Yun Yang

展开摘要

Large Vision Transformers (ViTs) must often be compressed before they can be deployed on resource-constrained edge devices. However, many edge devices require only part of the *all-classes* knowledge of a pre-trained ViT in their corresponding application scenarios. This is overlooked by existing compression methods. Lightweight models produced by these methods retain a substantial amount of class-irrelevant knowledge and suffer suboptimal performance on target classes. To address this, we analyze the knowledge distribution of ViT and reveal a knowledge disentanglement within it: neurons in the feed-forward network (FFN) modules encode class-specific knowledge, while the multi-head attention (MHA) modules capture class-agnostic patterns. Building on this insight, we introduce Vulcan, a pruning-oriented post-training method for deriving compact class-specific models from a pre-trained ViT under given resource budgets. Vulcan follows a novel *train-then-prune* paradigm, which introduces redundancy into ViTs deliberately by collapsing FFN neurons onto those with the highest class-specific activations and by enforcing low-rankness in MHA weights. This design mitigates the irreversible knowledge loss of direct pruning, so that the post-trained model can be compressed into a compact one with negligible performance loss. Notably, the derived edge ViTs not only achieve significant reductions in size and computation but also even surpass the original ViTs in performance on specific classes. Comprehensive experiments with five base ViTs covering three representative visual tasks on four datasets demonstrate that Vulcan-derived ViTs outperform the base ViTs on class-specific tasks by up to 15.12\% in accuracy, with only 20\%–40\% of their sizes. Compared with state-of-the-art structured pruning methods, Vulcan improves class-specific accuracy by up to 13.92\%. Code is available at [Vulcan](https://github.com/CGCL-codes/Vulcan).

Poster
UltraGauss: Ultrafast Gaussian Reconstruction of 3D Ultrasound Volumes

Mark C. Eid, Ana Namburete, Joao F. Henriques

展开摘要

Ultrasound imaging is widely used due to its safety, affordability, and real-time capabilities, but its 2D interpretation is highly operator-dependent, leading to variability and increased cognitive demand. We present $\textbf{UltraGauss}$: an ultrasound-specific Gaussian Splatting framework that serves as an efficient approximation to acoustic image formation. Unlike projection-based splatting, UltraGauss renders by $\textit{probe-plane intersection}$ with in-plane aggregation, aligning with plane-based echo sampling while remaining fast and memory-efficient. A stable parameterisation and compute-aware GPU rasterisation make this method practical at scale. On clinical datasets, UltraGauss delivers state-of-the-art 2D-to-3D reconstructions in minutes on a single GPU (reaching 0.99 SSIM within $\sim$20 minutes), and a clinical expert survey rates its reconstructions the most realistic among competing methods. To our knowledge, this is the first Gaussian Splatting approach tailored to ultrasound 2D-to-3D reconstruction. Code will be released upon publication.

Poster
GPT4Scene: Understand 3D Scenes from Videos with Vision-Language Models

Zhangyang Qi, Zhixiong Zhang, Ye Fang, Jiaqi Wang, Hengshuang Zhao

展开摘要

In recent years, 2D Vision-Language Models (VLMs) have made significant strides in image-text understanding tasks. However, their performance in 3D spatial comprehension, which is critical for embodied intelligence, remains limited. Recent advances have leveraged 3D point clouds and multi-view images as inputs, yielding promising results. However, we propose exploring a purely vision-based solution inspired by human perception, which merely relies on visual cues for 3D spatial understanding. This paper empirically investigates the limitations of VLMs in 3D spatial knowledge, revealing that their primary shortcoming lies in the lack of global-local correspondence between the scene and individual frames. To address this, we introduce GPT4Scene, a novel visual prompting paradigm in VLM training and inference that helps build the global-local relationship, significantly improving the 3D spatial understanding of indoor scenes. Specifically, GPT4Scene constructs a Bird's Eye View (BEV) image from the video and marks consistent object IDs across both frames and the BEV image. The model then inputs the concatenated BEV image and video frames with markers. In zero-shot evaluations, GPT4Scene improves performance over closed-source VLMs like GPT-4o. Additionally, we prepare a processed video dataset consisting of 165K text annotation to fine-tune open-source VLMs, achieving state-of-the-art performance on all 3D understanding tasks. Surprisingly, after training with the GPT4Scene paradigm, VLMs consistently improve during inference, even without object marker prompting and BEV image as explicit correspondence. It demonstrates that the proposed paradigm helps VLMs develop an intrinsic ability to understand 3D scenes, which paves the way for a seamless approach to extending VLMs for 3D scene understanding.

Poster
From Seeing to Experiencing: Scaling Navigation Foundation Models with Reinforcement Learning

Honglin He, Yukai Ma, Brad Squicciarini, Wayne Wu, Bolei Zhou

展开摘要

Navigation foundation models trained on massive web-scale data enable agents to generalize across diverse environments and embodiments. However, these models, which are trained solely on offline data, often lack the capacity to reason about the consequences of their actions or adapt through counterfactual understanding. They thus face significant limitations in the real-world urban navigation where interactive and safe behaviors, such as avoiding obstacles and moving pedestrians, are critical. To tackle these challenges, we introduce the Seeing-to-Experiencing (S2E) learning framework to scale the capability of navigation foundation models with reinforcement learning. S2E combines the strengths of pre-training on offline videos and post-training through reinforcement learning. It maintains the model's generalizability acquired from large-scale real-world videos while enhancing its interactivity through reinforcement learning in simulation environments. Specifically, we introduce two innovations: 1) an Anchor-Guided Distribution Matching strategy for offline pretraining, which stabilizes learning and models diverse motion patterns through anchor-based supervision; and 2) a Residual-Attention Module for reinforcement learning, which obtains reactive behaviors from simulation environments without erasing the model’s pretrained knowledge. Moreover, we establish a comprehensive end-to-end evaluation benchmark, NavBench-GS, built on photorealistic 3D Gaussian Splatting reconstructions of real-world scenes that incorporate physical interactions. It can systematically assess the generalizability and safety of navigation foundation models.

Poster
Sparkle: A Robust and Versatile Representation for Point Cloud-based Human Motion Capture

Yiming Ren, YUJING SUN, Aoru Xue, Kwok-Yan Lam, Yuexin Ma

展开摘要

Point cloud-based motion capture leverages rich spatial geometry and privacy-preserving sensing, but learning robust representations from noisy, unstructured point clouds remains challenging. Existing approaches face a struggle trade-off between point-based methods (geometrically detailed but noisy) and skeleton-based ones (robust but oversimplified). We address the fundamental challenge: how to construct an effective representation for human motion capture that can balance expressiveness and robustness. In this paper, we propose Sparkle, a structured representation unifying skeletal joints and surface anchors with explicit kinematic-geometric factorization. Our framework, SparkleMotion, learns this representation through hierarchical modules embedding geometric continuity and kinematic constraints. By explicitly disentangling internal kinematic structure from external surface geometry, SparkleMotion achieves state-of-the-art performance not only in accuracy but crucially in robustness and generalization under severe domain shifts, noise, and occlusion. Extensive experiments demonstrate our superiority across diverse sensor types and challenging real-world scenarios.

Poster