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

Splat the Net: Radiance Fields with Splattable Neural Primitives

xilong zhou, Bao-Huy Nguyen, Loïc Magne, Vladislav Golyanik, Thomas Leimkuehler, Christian Theobalt

展开摘要

Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using 10x fewer primitives and 6x fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks.

Poster
ORCaS: Unsupervised Depth Completion via Occluded Region Completion as Supervision

Hyoungseob Park, Runjian Chen, Patrick Rim, Dong Lao, Alex Wong

展开摘要

We propose a method for inferring an egocentric dense depth map from an RGB image and a sparse point cloud. The crux of our method lies in modeling the 3D scene implicitly within the latent space and learning an inductive bias in an unsupervised manner through principles of Structure-from-Motion. To force the learning of this inductive bias, we propose to optimize for an ill-posed objective: predicting latent features that are not observed in the input view, but exists in the 3D scene. This is facilitated by means of rigid warping of latent features from the input view to a nearby or adjacent (co-visible) view of the same 3D scene. "Empty" regions in the latent space that correspond to regions occluded from the input view are completed by a Contextual eXtrapolation mechanism based on features visible in input view. Once learned, the inductive bias can be transferred to modulate the features of the input view to improve fidelity. We term our method "Occluded Region Completion as Supervision" or ORCaS. We evaluate ORCaS on VOID1500 and NYUv2 benchmark datasets, where we improve over the best existing method by 8.91% across all metrics. ORCaS also improves generalization from VOID1500 to ScanNet and NYUv2 by 15.7% and robustness to low density inputs by 31.2%. Code will be released.

Poster
Weight Space Representation Learning on Diverse NeRF Architectures

Francesco Ballerini, Pierluigi Zama Ramirez, Luigi di Stefano, Samuele Salti

展开摘要

Neural Radiance Fields (NeRFs) have emerged as a groundbreaking paradigm for representing 3D objects and scenes by encoding shape and appearance information into the weights of a neural network. Recent studies have demonstrated that these weights can be used as input for frameworks designed to address deep learning tasks; however, such frameworks require NeRFs to adhere to a specific, predefined architecture. In this paper, we introduce the first framework capable of processing NeRFs with diverse architectures and performing inference on architectures unseen at training time. We achieve this by training a Graph Meta-Network within an unsupervised representation learning framework, and show that a contrastive objective is conducive to obtaining an architecture-agnostic latent space. In experiments conducted across 13 NeRF architectures belonging to three families (MLPs, tri-planes, and, for the first time, hash tables), our approach demonstrates robust performance in classification, retrieval, and language tasks involving multiple architectures, even unseen at training time, while also matching or exceeding the results of existing frameworks limited to single architectures. Our code and data are available at [this https URL](https://cvlab-unibo.github.io/gmnerf).

Poster
Efficient-LVSM: Faster, Cheaper, and Better Large View Synthesis Model via Decoupled Co-Refinement Attention

Xiaosong Jia, Yihang Sun, Junqi You, Songbur Wong, Zichen Zou, Junchi Yan, Zuxuan Wu, Yu-Gang Jiang

展开摘要

Feedforward models for novel view synthesis (NVS) have recently advanced by transformer-based methods like LVSM, using attention among all input and target views. In this work, we argue that its full self-attention design is suboptimal, suffering from quadratic complexity with respect to the number of input views and rigid parameter sharing among heterogeneous tokens. We propose Efficient-LVSM, a dual-stream architecture that avoids these issues with a decoupled co-refinement mechanism. It applies intra-view self-attention for input views and self-then-cross attention for target views, eliminating unnecessary computation. Efficient-LVSM achieves 29.86 dB PSNR on RealEstate10K with 2 input views, surpassing LVSM by 0.2 dB, with 2× faster training convergence and 4.2× faster inference speed. Efficient-LVSM achieves state-of-the-art performance on multiple benchmarks, exhibits strong zero-shot generalization to unseen view counts, and enables incremental inference with KV-cache, thanks to its decoupled designs.

Poster
DiffPBR: Point-Based Rendering via Spatial-Aware Residual Diffusion

Yiping Xie, Yuchi Huo, Yunlong Ran, Zijian Huang, Lincheng Li, Yingfeng Chen, Jiming Chen, Qi Ye

展开摘要

Neural radiance fields and 3D Gaussian splatting (3DGS) have significantly advanced 3D reconstruction and novel view synthesis (NVS). Yet, achieving high-fidelity and view-consistent renderings directly from point clouds---without costly per-scene optimization---remains a core challenge. In this work, we present DiffPBR, a diffusion-based framework that synthesizes coherent, photorealistic renderings from diverse point cloud inputs. We demonstrate that diffusion models, when guided by viewpoint-projected noise explicitly constrained by scene geometry and visibility, naturally enforce geometric consistency across camera motion. To achieve this, we first introduce adaptive CoNo-Splatting, a technique for fast and faithful rasterization that ensures efficient and effective handling of point clouds. Secondly, we integrate residual learning into the neural re-rendering pipeline, which improves convergence, generalization, and visual quality across diverse rendering tasks. Extensive experiments show that our method outperforms existing baselines with an improvement of **3~5dB** in rendered image quality, a reduction from **41 to 8** in GPU hours for training, and an increase from **3.6fps to 10fps** (our one-step variant) in rendering speed frequency.

Poster
Lyra: Generative 3D Scene Reconstruction via Video Diffusion Model Self-Distillation

Sherwin Bahmani, Tianchang Shen, Jiawei Ren, Jiahui Huang, Yifeng Jiang, Haithem Turki, Andrea Tagliasacchi, David B. Lindell, Zan Gojcic, Sanja Fidler, Huan Ling, Jun Gao, Xuanchi Ren

展开摘要

The ability to generate virtual environments is crucial for applications ranging from gaming to physical AI domains such as robotics, autonomous driving, and industrial AI. Current learning-based 3D reconstruction methods rely on the availability of captured real-world multi-view data, which is not always readily available. Recent advancements in video diffusion models have shown remarkable imagination capabilities, yet their 2D nature prevents their use in simulations where a robot needs to navigate and interact with the environment. In this paper, we propose a self-distillation framework that aims to distill the implicit 3D knowledge in the video diffusion models into an explicit 3D Gaussian Splatting (3DGS) representation, eliminating the need for multi-view training data. Specifically, we augment the typical RGB decoder with a 3DGS decoder, which is supervised by the output of the RGB decoder. In this approach, the 3DGS decoder can be purely trained with synthetic data generated by video diffusion models. At inference time, our model can synthesize 3D scenes from either a text prompt or a single image for real-time rendering. Our framework further extends to dynamic 3D scene generation from a monocular input video. Experimental results show that our framework achieves state-of-the-art performance in static and dynamic 3D scene generation. Video results: https://research.nvidia.com/labs/toronto-ai/lyra

Poster
IGGT: Instance-Grounded Geometry Transformer for Semantic 3D Reconstruction

Hao Li, Zhengyu Zou, Fangfu Liu, Xuanyang Zhang, Fangzhou Hong, Yukang Cao, Yushi Lan, Manyuan Zhang, Gang Yu, Dingwen Zhang, Ziwei Liu

展开摘要

Humans naturally perceive the geometric structure and semantic content of a 3D world as intertwined dimensions, enabling coherent and accurate understanding of complex scenes. However, most prior approaches prioritize training large geometry models for low-level 3D reconstruction and treat high-level spatial understanding in isolation, overlooking the crucial interplay between these two fundamental aspects of 3D-scene analysis, thereby limiting generalization and leading to poor performance in downstream 3D understanding tasks. Recent attempts have mitigated this issue by simply aligning 3D models with specific language models, thus restricting perception to the aligned model's capacity and limiting adaptability to downstream tasks. In this paper, we propose Instance-Grounded Geometry Transformer (IGGT), an end-to-end large unified transformer to unify the knowledge for both spatial reconstruction and instance-level contextual understanding. Specifically, we design a 3D-Consistent Contrastive Learning strategy that guides IGGT to encode a unified representation with geometric structures and instance-grounded clustering through only 2D visual inputs. This representation supports consistent lifting of 2D visual inputs into a coherent 3D scene with explicitly distinct object instances. To facilitate this task, we further construct InsScene-15K, a large-scale dataset with high-quality RGB images, poses, depth maps, and 3D-consistent instance-level mask annotations with a novel data curation pipeline. Unlike previous methods that bound with a specific language model, we introduce an Instance-Grounded Scene Understanding paradigm, where instance masks serve as the bridge connecting our unified representation with diverse Visual Language Models (VLMs) in a plug-and-play manner, substantially expanding downstream understanding capabilities. Extensive experiments on instance multi-view instance matching, open-vocabulary segmentation, and QA scene grounding demonstrate that IGGT outperforms state-of-the-art methods in both quality and consistency for semantic 3D reconstruction.

Poster
Splat Regression Models

Mara Daniels, Philippe Rigollet

展开摘要

We introduce a highly expressive class of function approximators called *Splat Regression Models*. Model outputs are mixtures of heterogeneous and anisotropic bump functions, termed *splats*, each weighted by an output vector. The power of splat modeling lies in its ability to locally adjust the scale and direction of each splat, achieving both high interpretability and accuracy. Fitting splat models reduces to optimization over the space of mixing measures, which can be implemented using Wasserstein-Fisher-Rao gradient flows. As a byproduct, we recover the popular *Gaussian Splatting* methodology as a special case, providing a unified theoretical framework for this state-of-the-art technique that clearly disambiguates the inverse problem, the model, and the optimization algorithm. Through numerical experiments, we demonstrate that the resulting models and algorithms constitute a flexible and promising approach for solving diverse approximation, estimation, and inverse problems involving low-dimensional data.

Poster
OVSeg3R: Learn Open-vocabulary Instance Segmentation from 2D via 3D Reconstruction

Hongyang Li, Jinyuan Qu, Lei Zhang

展开摘要

In this paper, we propose a training scheme called OVSeg3R to learn open-vocabulary 3D instance segmentation from well-studied 2D perception models with the aid of 3D reconstruction. OVSeg3R directly adopts reconstructed scenes from 2D videos as input, avoiding costly manual adjustment while aligning input with real-world applications. By exploiting the 2D to 3D correspondences provided by 3D reconstruction models, OVSeg3R projects each view's 2D instance mask predictions, obtained from an open-vocabulary 2D model, onto 3D to generate annotations for the view's corresponding sub-scene. To avoid incorrectly introduced false positives as supervision due to partial annotations from 2D to 3D, we propose a View-wise Instance Partition algorithm, which partitions predictions to their respective views for supervision, stabilizing the training process. Furthermore, since 3D reconstruction models tend to over-smooth geometric details, clustering reconstructed points into representative super-points based solely on geometry, as commonly done in mainstream 3D segmentation methods, may overlook geometrically non-salient objects. We therefore introduce 2D Instance Boundary-aware Superpoint, which leverages 2D masks to constrain the superpoint clustering, preventing superpoints from violating instance boundaries. With these designs, OVSeg3R not only extends a state-of-the-art closed-vocabulary 3D instance segmentation model to open-vocabulary, but also substantially narrows the performance gap between tail and head classes, ultimately leading to an overall improvement of +2.3 mAP on the ScanNet200 benchmark. Furthermore, under the standard open-vocabulary setting, OVSeg3R surpasses previous methods by about +7.1 mAP on the novel classes, further validating its effectiveness.

Poster
Test-Time Optimization of 3D Point Cloud LLM via Manifold-Aware In-Context Guidance and Refinement

Tiankai Chen, Nanqing Liu, Li Yang, Xulei Yang, Tianrui Li, Xun Xu

展开摘要

Multimidal Large Language Models (MLLMs) have demonstrated impressive capabilities in textual and 2D visual reasoning, yet their ability to understand and reason over 3D data remains limited. The issues become more challenging for understanding standalone 3D point cloud due to the high interclass confusion. In this work, we propose Point-Graph LLM (PGLLM), a framework that enables more effective 3D point cloud understanding by integrating in-context prompting and score refinement at test-time, respecting supporting data manifold. Our method first employs a pre-trained point cloud encoder which are used to construct a graph where edges encode visual similarity. Each support point cloud sample is converted to a textual caption via pre-trained PointLLM. For a test query, the graph is used to retrieve relevant neighbors whose captions serve as contextual demonstrations for a second stage LLM for final reasoning, a process we term in-context guidance. Furthermore, we introduce a confidence score refinement mechanism based on label propagation to enhance the reliability of LLM predictions for classification and out-of-distribution (OOD) detection tasks. All above optimizations are carried out fully at test-time. Extensive experiments across diverse 3D datasets and tasks demonstrate that PGLLM consistently improves accuracy and robustness over prior baselines with very almost no additional computation cost, showcasing a promising direction toward native 3D reasoning with MLLMs.

Poster
GOLDILOCS: GENERAL OBJECT-LEVEL DETECTION AND LABELING OF CHANGES IN SCENES

Almog Friedlander, Ariel Shamir, Ohad Fried

展开摘要

We propose GOLDILOCS: a novel zero-shot, pose-agnostic method for object-level semantic change detection in the wild. While supervised Scene Change Detection (SCD) methods achieve impressive results on curated datasets, these models do not generalize and performance drops on out-of-domain data. Recent Zero-Shot SCD methods introduced a more robust approach with foundational models as backbone, yet they neglect the 3D aspect of the task and remain constrained to the image-pair setting. Conversely, 3D-centric SCD methods based on 3D Gaussian Splatting (3DGS) or NeRFs require multi-view inputs, but cannot operate on an image pair. Our key insight is that SCD can be reformulated as a 3D reconstruction problem over time, where geometric inconsistencies naturally indicate change. Although previous work considered viewpoint difference a challenge, we recognize the additional geometric information as an advantage. GOLDILOCS uses dense stereo reconstruction to estimate camera parameters and generate a pointmap of the commonalities between input images by filtering geometric inconsistencies. Rendering the canonical scene representation from multiple viewpoints yields reference images that exclude changed or occluded content. Rigid object changes are then detected through mask tracking, while nonrigid transformations are identified using SSIM heatmaps. We evaluate our method on a variety of datasets, covering both pairwise and multi-view cases in binary and multi-class settings, and demonstrate superior performance over prior work, including supervised methods.

Poster
Characterizing and Optimizing the Spatial Kernel of Multi Resolution Hash Encodings

Tianxiang Dai, Jonathan Fan

展开摘要

Multi-Resolution Hash Encoding (MHE), the foundational technique behind Instant Neural Graphics Primitives, provides a powerful parameterization for neural fields. However, its spatial behavior lacks rigorous understanding from a physical systems perspective, leading to reliance on heuristics for hyperparameter selection. This work introduces a novel analytical approach that characterizes MHE by examining its Point Spread Function (PSF), which is analogous to the Green's function of the system. This methodology enables a quantification of the encoding's spatial resolution and fidelity. We derive a closed-form approximation for the collision-free PSF, uncovering inherent grid-induced anisotropy and a logarithmic spatial profile. We establish that the idealized spatial bandwidth, specifically the Full Width at Half Maximum (FWHM), is determined by the average resolution, $N_{\text{avg}}$. This leads to a counterintuitive finding: the effective resolution of the model is governed by the broadened empirical FWHM (and therefore $N_{\text{avg}}$), rather than the finest resolution $N_{\max}$, a broadening effect we demonstrate arises from optimization dynamics. Furthermore, we analyze the impact of finite hash capacity, demonstrating how collisions introduce speckle noise and degrade the Signal-to-Noise Ratio (SNR). Leveraging these theoretical insights, we propose Rotated MHE (R-MHE), an architecture that applies distinct rotations to the input coordinates at each resolution level. R-MHE mitigates anisotropy while maintaining the efficiency and parameter count of the original MHE. This study establishes a methodology based on physical principles that moves beyond heuristics to characterize and optimize MHE.

Poster
SimULi: Real-Time LiDAR and Camera Simulation with Unscented Transforms

Haithem Turki, Qi Wu, Xin Kang, Janick Martinez Esturo, Shengyu Huang, Ruilong Li, Zan Gojcic, Riccardo de Lutio

展开摘要

Rigorous testing of autonomous robots, such as self-driving vehicles, is essential to ensure their safety in real-world deployments. This requires building high-fidelity simulators to test scenarios beyond those that can be safely or exhaustively collected in the real-world. Existing neural rendering methods based on NeRF and 3DGS hold promise but suffer from low rendering speeds or can only render pinhole camera models, hindering their suitability to applications that commonly require high-distortion lenses and LiDAR data. Multi-sensor simulation poses additional challenges as existing methods handle cross-sensor inconsistencies by favoring the quality of one modality at the expense of others. To overcome these limitations, we propose SimULi, the first method capable of rendering arbitrary camera models and LiDAR data in real-time. Our method extends 3DGUT, which natively supports complex camera models, with LiDAR support, via an automated tiling strategy for arbitrary spinning LiDAR models and ray-based culling. To address cross-sensor inconsistencies, we design a factorized 3D Gaussian representation and anchoring strategy that reduces mean camera and depth error by up to 40% compared to existing methods. SimULi renders 10-20$\times$ faster than ray tracing approaches and 1.5-14$\times$ faster than prior rasterization-based work (and handles a wider range of camera models). When evaluated on two widely benchmarked autonomous driving datasets, SimULi matches or exceeds the fidelity of existing state-of-the-art methods across numerous camera and LiDAR metrics.

Poster
A Step to Decouple Optimization in 3DGS

Renjie Ding, Yaonan Wang, Min Liu, Jialin Zhu, Jiazheng Wang, Jiahao Zhao, Wenting Shen, Feixiang He, Xiang Chen

展开摘要

3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time novel view synthesis. As an explicit representation optimized through gradient propagation among primitives, optimization widely accepted in deep neural networks (DNNs) is actually adopted in 3DGS, such as synchronous weight updating and Adam with the adaptive gradient. However, considering the physical significance and specific design in 3DGS, there are two overlooked details in the optimization of 3DGS: (i) update step coupling, which induces optimizer state rescaling and costly attribute updates outside the viewpoints, and (ii) gradient coupling in the moment, which may lead to under- or over-effective regularization. Nevertheless, such a complex coupling is under-explored. After revisiting the optimization of 3DGS, we take a step to decouple it and recompose the process into: Sparse Adam, Re-State Regularization and Decoupled Attribute Regularization. Taking a large number of experiments under the 3DGS and 3DGS-MCMC frameworks, our work provides a deeper understanding of these components. Finally, based on the empirical analysis, we re-design the optimization and propose AdamW-GS by re-coupling the beneficial components, under which better optimization efficiency and representation effectiveness are achieved simultaneously.

Poster
Fast Estimation of Wasserstein Distances via Regression on Sliced Wasserstein Distances

Khai Nguyen, Hai Nguyen, Nhat Ho

展开摘要

We address the problem of efficiently computing Wasserstein distances for multiple pairs of distributions drawn from a meta-distribution. To this end, we propose a fast estimation method based on regressing Wasserstein distance on sliced Wasserstein (SW) distances. Specifically, we leverage both standard SW distances, which provide lower bounds, and lifted SW distances, which provide upper bounds, as predictors of the true Wasserstein distance. To ensure parsimony, we introduce two linear models: an unconstrained model with a closed-form least-squares solution, and a constrained model that uses only half as many parameters. We show that accurate models can be learned from a small number of distribution pairs. Once estimated, the model can predict the Wasserstein distance for any pair of distributions via a linear combination of SW distances, making it highly efficient. Empirically, we validate our approach on diverse tasks, including Gaussian mixture, point-cloud classification, and Wasserstein-space visualization for 3D point clouds. Across various datasets such as MNIST point clouds, ShapeNetV2, MERFISH Cell Niches, and scRNA-seq, our method consistently provides a better approximation of Wasserstein distance than the state-of-the-art Wasserstein embedding model, Wasserstein Wormhole, particularly in low-data regimes. Finally, we demonstrate that our estimator can also accelerate Wormhole training, yielding \textit{RG-Wormhole}.

Poster
UP2You: Fast Reconstruction of Yourself from Unconstrained Photo Collections

Zeyu Cai, Ziyang Li, Xiaoben Li, Boqian Li, Zeyu Wang, Zhenyu Zhang, Yuliang Xiu

展开摘要

We present UP2You, the first tuning-free solution for reconstructing high-fidelity 3D clothed portraits from extremely unconstrained in-the-wild 2D photos. Unlike previous approaches that require "clean" inputs (e.g., full-body images with minimal occlusions, or well calibrated cross-view captures), UP2You directly processes raw, unstructured photographs, which may vary significantly in pose, viewpoint, cropping, and occlusion. Instead of compressing data into tokens for slow online text-to-3D optimization, we introduce a data rectifier paradigm that efficiently converts unconstrained inputs into clean, orthogonal multi-view images in a single forward pass within seconds, simplifying the 3D reconstruction. Central to UP2You is a pose-correlated feature aggregation module PCFA, that selectively fuses information from multiple reference images w.r.t. target poses, enabling better identity preservation and nearly constant memory footprint, with more observations. Extensive experiments on 4D-Dress, PuzzleIOI, and in-the-wild captures demonstrate that UP2You consistently surpasses previous methods in both geometric accuracy (Chamfer-15\%$\\downarrow$, P2S-18\%$\\downarrow$ on PuzzleIOI) and texture fidelity (PSNR-21\%$\\uparrow$, LPIPS 46\%$\\downarrow$ on 4D-Dress). UP2You is efficient (1.5 minutes per person), and versatile (supports arbitrary pose control, and training-free multi-garment 3D virtual try-on), making it practical for real-world scenarios where humans are casually captured. Both models and code will be released to facilitate future research on this underexplored task.

Poster
SurfSplat: Conquering Feedforward 2D Gaussian Splatting with Surface Continuity Priors

Bing He, Jingnan Gao, Yunuo Chen, Ning Cao, Gang Chen, Zhengxue Cheng, Li Song, Wenjun Zhang

展开摘要

Reconstructing 3D scenes from sparse images remains a challenging task due to the difficulty of recovering accurate geometry and texture without optimization. Recent approaches leverage generalizable models to generate 3D scenes using 3D Gaussian Splatting (3DGS) primitive. However, they often fail to produce continuous surfaces and instead yield discrete, color-biased point clouds that appear plausible at normal resolution but reveal severe artifacts under close-up views. To address this issue, we present SurfSplat, a feedforward framework based on 2D Gaussian Splatting (2DGS) primitive, which provides stronger anisotropy and higher geometric precision. By incorporating a surface continuity prior and a forced alpha blending strategy, SurfSplat reconstructs coherent geometry together with faithful textures. Furthermore, we introduce High-Resolution Rendering Consistency (HRRC), a new evaluation metric designed to evaluate high-resolution reconstruction quality. Extensive experiments on RealEstate10K, DL3DV, and ScanNet demonstrate that SurfSplat consistently outperforms prior methods on both standard metrics and HRRC, establishing a robust solution for high-fidelity 3D reconstruction from sparse inputs.

Poster
EgoHandICL: Egocentric 3D Hand Reconstruction with In-Context Learning

Binzhu Xie, Shi Qiu, Sicheng Zhang, Yinqiao Wang, Hao Xu, Muzammal Naseer, Chi-Wing Fu, Pheng-Ann Heng

展开摘要

Robust 3D hand reconstruction is challenging in egocentric vision due to depth ambiguity, self-occlusion, and complex hand-object interactions. Prior works attempt to mitigate the challenges by scaling up training data or incorporating auxiliary cues, often falling short of effectively handling unseen contexts. In this paper, we introduce EgoHandICL, the first in-context learning (ICL) framework for 3D hand reconstruction that achieves strong semantic alignment, visual consistency, and robustness under challenging egocentric conditions. Specifically, we develop (i) complementary exemplar retrieval strategies guided by vision–language models (VLMs), (ii) an ICL-tailored tokenizer that integrates multimodal context, and (iii) a Masked Autoencoders (MAE)-based architecture trained with 3D hand–guided geometric and perceptual objectives. By conducting comprehensive experiments on the ARCTIC and EgoExo4D benchmarks, our EgoHandICL consistently demonstrates significant improvements over state-of-the-art 3D hand reconstruction methods. We further show EgoHandICL’s applicability by testing it on real-world egocentric cases and integrating it with EgoVLMs to enhance their hand–object interaction reasoning. Our code and data will be publicly available.

Poster
Flash-Mono: Feed-Forward Accelerated Gaussian Splatting Monocular SLAM

Zicheng Zhang, Ke Wu, Xiangting Meng, Keyu Liu, Jieru Zhao, Wenchao Ding

展开摘要

Monocular 3D Gaussian Splatting SLAM suffers from critical limitations in time efficiency, geometric accuracy, and multi-view consistency. These issues stem from the time-consuming $\textit{Train-from-Scratch}$ optimization and the lack of inter-frame scale consistency from single-frame geometry priors. We contend that a feed-forward paradigm, leveraging multi-frame context to predict Gaussian attributes directly, is crucial for addressing these challenges. We present Flash-Mono, a system composed of three core modules: a feed-forward prediction frontend, a 2D Gaussian Splatting mapping backend, and an efficient hidden-state-based loop closure module. We trained a recurrent feed-forward frontend model that progressively aggregates multi-frame visual features into a hidden state via cross attention and jointly predicts camera poses and per-pixel Gaussian properties. By directly predicting Gaussian attributes, our method bypasses the burdensome per-frame optimization required in optimization-based GS-SLAM, achieving a $\textbf{10x}$ speedup while ensuring high-quality rendering. The power of our recurrent architecture extends beyond efficient prediction. The hidden states act as compact submap descriptors, facilitating efficient loop closure and global $\mathrm{Sim}(3)$ optimization to mitigate the long-standing challenge of drift. For enhanced geometric fidelity, we replace conventional 3D Gaussian ellipsoids with 2D Gaussian surfels. Extensive experiments demonstrate that Flash-Mono achieves state-of-the-art performance in both tracking and mapping quality, highlighting its potential for embodied perception and real-time reconstruction applications.

Poster
HSIC Bottleneck for Cross-Generator and Domain-Incremental Synthetic Image Detection

Chin-Chia Yang, Yung-Yu Chuang, Hwann-Tzong Chen, Tyng-Luh Liu

展开摘要

Synthetic image generators evolve rapidly, challenging detectors to generalize across current methods and adapt to new ones. We study domain-incremental synthetic image detection with a two-phase evaluation. Phase I trains on either diffusion- or GAN-based data and tests on the combined group to quantify bidirectional cross-generator transfer. Phase II sequentially introduces renders from 3D Gaussian Splatting (3DGS) head avatar pipelines, requiring adaptation while preserving earlier performance. We observe that CLIP-based detectors inherit text-image alignment semantics that are irrelevant to authenticity and hinder generalization. We introduce a Hilbert-Schmidt Independence Criterion (HSIC) bottleneck loss on intermediate CLIP ViT features, encouraging representations predictive of real versus synthetic while independent of generator identity and caption alignment. For domain-incremental learning, we propose HSIC-Guided Replay (HGR), which selects per-class exemplars via a hybrid score combining HSIC relevance with k-center coverage, yielding compact memories that mitigate forgetting. Empirically, the HSIC bottleneck improves transfer between diffusion and GAN families, and HGR sustains prior accuracy while adapting to 3DGS renders. These results underscore the value of information-theoretic feature shaping and principled replay for resilient detection under shifting generative regimes.

Poster