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SubscribeMatterport3D: Learning from RGB-D Data in Indoor Environments
Access to large, diverse RGB-D datasets is critical for training RGB-D scene understanding algorithms. However, existing datasets still cover only a limited number of views or a restricted scale of spaces. In this paper, we introduce Matterport3D, a large-scale RGB-D dataset containing 10,800 panoramic views from 194,400 RGB-D images of 90 building-scale scenes. Annotations are provided with surface reconstructions, camera poses, and 2D and 3D semantic segmentations. The precise global alignment and comprehensive, diverse panoramic set of views over entire buildings enable a variety of supervised and self-supervised computer vision tasks, including keypoint matching, view overlap prediction, normal prediction from color, semantic segmentation, and region classification.
GSDF: 3DGS Meets SDF for Improved Rendering and Reconstruction
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.
NeuralUDF: Learning Unsigned Distance Fields for Multi-view Reconstruction of Surfaces with Arbitrary Topologies
We present a novel method, called NeuralUDF, for reconstructing surfaces with arbitrary topologies from 2D images via volume rendering. Recent advances in neural rendering based reconstruction have achieved compelling results. However, these methods are limited to objects with closed surfaces since they adopt Signed Distance Function (SDF) as surface representation which requires the target shape to be divided into inside and outside. In this paper, we propose to represent surfaces as the Unsigned Distance Function (UDF) and develop a new volume rendering scheme to learn the neural UDF representation. Specifically, a new density function that correlates the property of UDF with the volume rendering scheme is introduced for robust optimization of the UDF fields. Experiments on the DTU and DeepFashion3D datasets show that our method not only enables high-quality reconstruction of non-closed shapes with complex typologies, but also achieves comparable performance to the SDF based methods on the reconstruction of closed surfaces.
Deep Learning for Sea Surface Temperature Reconstruction under Cloud Occlusion
Sea Surface Temperature (SST) reconstructions from satellite images affected by cloud gaps have been extensively documented in the past three decades. Here we describe several Machine Learning models to fill the cloud-occluded areas starting from MODIS Aqua nighttime L3 images. To tackle this challenge, we employed a type of Convolutional Neural Network model (U-net) to reconstruct cloud-covered portions of satellite imagery while preserving the integrity of observed values in cloud-free areas. We demonstrate the outstanding precision of U-net with respect to available products done using OI interpolation algorithms. Our best-performing architecture show 50% lower root mean square errors over established gap-filling methods.
PRS: Sharp Feature Priors for Resolution-Free Surface Remeshing
Surface reconstruction with preservation of geometric features is a challenging computer vision task. Despite significant progress in implicit shape reconstruction, state-of-the-art mesh extraction methods often produce aliased, perceptually distorted surfaces and lack scalability to high-resolution 3D shapes. We present a data-driven approach for automatic feature detection and remeshing that requires only a coarse, aliased mesh as input and scales to arbitrary resolution reconstructions. We define and learn a collection of surface-based fields to (1) capture sharp geometric features in the shape with an implicit vertexwise model and (2) approximate improvements in normals alignment obtained by applying edge-flips with an edgewise model. To support scaling to arbitrary complexity shapes, we learn our fields using local triangulated patches, fusing estimates on complete surface meshes. Our feature remeshing algorithm integrates the learned fields as sharp feature priors and optimizes vertex placement and mesh connectivity for maximum expected surface improvement. On a challenging collection of high-resolution shape reconstructions in the ABC dataset, our algorithm improves over state-of-the-art by 26% normals F-score and 42% perceptual RMSE_{v}.
REFRAME: Reflective Surface Real-Time Rendering for Mobile Devices
This work tackles the challenging task of achieving real-time novel view synthesis for reflective surfaces across various scenes. Existing real-time rendering methods, especially those based on meshes, often have subpar performance in modeling surfaces with rich view-dependent appearances. Our key idea lies in leveraging meshes for rendering acceleration while incorporating a novel approach to parameterize view-dependent information. We decompose the color into diffuse and specular, and model the specular color in the reflected direction based on a neural environment map. Our experiments demonstrate that our method achieves comparable reconstruction quality for highly reflective surfaces compared to state-of-the-art offline methods, while also efficiently enabling real-time rendering on edge devices such as smartphones.
SG-NeRF: Neural Surface Reconstruction with Scene Graph Optimization
3D surface reconstruction from images is essential for numerous applications. Recently, Neural Radiance Fields (NeRFs) have emerged as a promising framework for 3D modeling. However, NeRFs require accurate camera poses as input, and existing methods struggle to handle significantly noisy pose estimates (i.e., outliers), which are commonly encountered in real-world scenarios. To tackle this challenge, we present a novel approach that optimizes radiance fields with scene graphs to mitigate the influence of outlier poses. Our method incorporates an adaptive inlier-outlier confidence estimation scheme based on scene graphs, emphasizing images of high compatibility with the neighborhood and consistency in the rendering quality. We also introduce an effective intersection-over-union (IoU) loss to optimize the camera pose and surface geometry, together with a coarse-to-fine strategy to facilitate the training. Furthermore, we propose a new dataset containing typical outlier poses for a detailed evaluation. Experimental results on various datasets consistently demonstrate the effectiveness and superiority of our method over existing approaches, showcasing its robustness in handling outliers and producing high-quality 3D reconstructions. Our code and data are available at: https://github.com/Iris-cyy/SG-NeRF.
Sat-DN: Implicit Surface Reconstruction from Multi-View Satellite Images with Depth and Normal Supervision
With advancements in satellite imaging technology, acquiring high-resolution multi-view satellite imagery has become increasingly accessible, enabling rapid and location-independent ground model reconstruction. However, traditional stereo matching methods struggle to capture fine details, and while neural radiance fields (NeRFs) achieve high-quality reconstructions, their training time is prohibitively long. Moreover, challenges such as low visibility of building facades, illumination and style differences between pixels, and weakly textured regions in satellite imagery further make it hard to reconstruct reasonable terrain geometry and detailed building facades. To address these issues, we propose Sat-DN, a novel framework leveraging a progressively trained multi-resolution hash grid reconstruction architecture with explicit depth guidance and surface normal consistency constraints to enhance reconstruction quality. The multi-resolution hash grid accelerates training, while the progressive strategy incrementally increases the learning frequency, using coarse low-frequency geometry to guide the reconstruction of fine high-frequency details. The depth and normal constraints ensure a clear building outline and correct planar distribution. Extensive experiments on the DFC2019 dataset demonstrate that Sat-DN outperforms existing methods, achieving state-of-the-art results in both qualitative and quantitative evaluations. The code is available at https://github.com/costune/SatDN.
GURecon: Learning Detailed 3D Geometric Uncertainties for Neural Surface Reconstruction
Neural surface representation has demonstrated remarkable success in the areas of novel view synthesis and 3D reconstruction. However, assessing the geometric quality of 3D reconstructions in the absence of ground truth mesh remains a significant challenge, due to its rendering-based optimization process and entangled learning of appearance and geometry with photometric losses. In this paper, we present a novel framework, i.e, GURecon, which establishes a geometric uncertainty field for the neural surface based on geometric consistency. Different from existing methods that rely on rendering-based measurement, GURecon models a continuous 3D uncertainty field for the reconstructed surface, and is learned by an online distillation approach without introducing real geometric information for supervision. Moreover, in order to mitigate the interference of illumination on geometric consistency, a decoupled field is learned and exploited to finetune the uncertainty field. Experiments on various datasets demonstrate the superiority of GURecon in modeling 3D geometric uncertainty, as well as its plug-and-play extension to various neural surface representations and improvement on downstream tasks such as incremental reconstruction. The code and supplementary material are available on the project website: https://zju3dv.github.io/GURecon/.
GridFormer: Point-Grid Transformer for Surface Reconstruction
Implicit neural networks have emerged as a crucial technology in 3D surface reconstruction. To reconstruct continuous surfaces from discrete point clouds, encoding the input points into regular grid features (plane or volume) has been commonly employed in existing approaches. However, these methods typically use the grid as an index for uniformly scattering point features. Compared with the irregular point features, the regular grid features may sacrifice some reconstruction details but improve efficiency. To take full advantage of these two types of features, we introduce a novel and high-efficiency attention mechanism between the grid and point features named Point-Grid Transformer (GridFormer). This mechanism treats the grid as a transfer point connecting the space and point cloud. Our method maximizes the spatial expressiveness of grid features and maintains computational efficiency. Furthermore, optimizing predictions over the entire space could potentially result in blurred boundaries. To address this issue, we further propose a boundary optimization strategy incorporating margin binary cross-entropy loss and boundary sampling. This approach enables us to achieve a more precise representation of the object structure. Our experiments validate that our method is effective and outperforms the state-of-the-art approaches under widely used benchmarks by producing more precise geometry reconstructions. The code is available at https://github.com/list17/GridFormer.
SplatFace: Gaussian Splat Face Reconstruction Leveraging an Optimizable Surface
We present SplatFace, a novel Gaussian splatting framework designed for 3D human face reconstruction without reliance on accurate pre-determined geometry. Our method is designed to simultaneously deliver both high-quality novel view rendering and accurate 3D mesh reconstructions. We incorporate a generic 3D Morphable Model (3DMM) to provide a surface geometric structure, making it possible to reconstruct faces with a limited set of input images. We introduce a joint optimization strategy that refines both the Gaussians and the morphable surface through a synergistic non-rigid alignment process. A novel distance metric, splat-to-surface, is proposed to improve alignment by considering both the Gaussian position and covariance. The surface information is also utilized to incorporate a world-space densification process, resulting in superior reconstruction quality. Our experimental analysis demonstrates that the proposed method is competitive with both other Gaussian splatting techniques in novel view synthesis and other 3D reconstruction methods in producing 3D face meshes with high geometric precision.
Martian World Models: Controllable Video Synthesis with Physically Accurate 3D Reconstructions
Synthesizing realistic Martian landscape videos is crucial for mission rehearsal and robotic simulation. However, this task poses unique challenges due to the scarcity of high-quality Martian data and the significant domain gap between Martian and terrestrial imagery. To address these challenges, we propose a holistic solution composed of two key components: 1) A data curation pipeline Multimodal Mars Synthesis (M3arsSynth), which reconstructs 3D Martian environments from real stereo navigation images, sourced from NASA's Planetary Data System (PDS), and renders high-fidelity multiview 3D video sequences. 2) A Martian terrain video generator, MarsGen, which synthesizes novel videos visually realistic and geometrically consistent with the 3D structure encoded in the data. Our M3arsSynth engine spans a wide range of Martian terrains and acquisition dates, enabling the generation of physically accurate 3D surface models at metric-scale resolution. MarsGen, fine-tuned on M3arsSynth data, synthesizes videos conditioned on an initial image frame and, optionally, camera trajectories or textual prompts, allowing for video generation in novel environments. Experimental results show that our approach outperforms video synthesis models trained on terrestrial datasets, achieving superior visual fidelity and 3D structural consistency.
GVKF: Gaussian Voxel Kernel Functions for Highly Efficient Surface Reconstruction in Open Scenes
In this paper we present a novel method for efficient and effective 3D surface reconstruction in open scenes. Existing Neural Radiance Fields (NeRF) based works typically require extensive training and rendering time due to the adopted implicit representations. In contrast, 3D Gaussian splatting (3DGS) uses an explicit and discrete representation, hence the reconstructed surface is built by the huge number of Gaussian primitives, which leads to excessive memory consumption and rough surface details in sparse Gaussian areas. To address these issues, we propose Gaussian Voxel Kernel Functions (GVKF), which establish a continuous scene representation based on discrete 3DGS through kernel regression. The GVKF integrates fast 3DGS rasterization and highly effective scene implicit representations, achieving high-fidelity open scene surface reconstruction. Experiments on challenging scene datasets demonstrate the efficiency and effectiveness of our proposed GVKF, featuring with high reconstruction quality, real-time rendering speed, significant savings in storage and training memory consumption.
GVA: Reconstructing Vivid 3D Gaussian Avatars from Monocular Videos
In this paper, we present a novel method that facilitates the creation of vivid 3D Gaussian avatars from monocular video inputs (GVA). Our innovation lies in addressing the intricate challenges of delivering high-fidelity human body reconstructions and aligning 3D Gaussians with human skin surfaces accurately. The key contributions of this paper are twofold. Firstly, we introduce a pose refinement technique to improve hand and foot pose accuracy by aligning normal maps and silhouettes. Precise pose is crucial for correct shape and appearance reconstruction. Secondly, we address the problems of unbalanced aggregation and initialization bias that previously diminished the quality of 3D Gaussian avatars, through a novel surface-guided re-initialization method that ensures accurate alignment of 3D Gaussian points with avatar surfaces. Experimental results demonstrate that our proposed method achieves high-fidelity and vivid 3D Gaussian avatar reconstruction. Extensive experimental analyses validate the performance qualitatively and quantitatively, demonstrating that it achieves state-of-the-art performance in photo-realistic novel view synthesis while offering fine-grained control over the human body and hand pose. Project page: https://3d-aigc.github.io/GVA/.
MeshSplat: Generalizable Sparse-View Surface Reconstruction via Gaussian Splatting
Surface reconstruction has been widely studied in computer vision and graphics. However, existing surface reconstruction works struggle to recover accurate scene geometry when the input views are extremely sparse. To address this issue, we propose MeshSplat, a generalizable sparse-view surface reconstruction framework via Gaussian Splatting. Our key idea is to leverage 2DGS as a bridge, which connects novel view synthesis to learned geometric priors and then transfers these priors to achieve surface reconstruction. Specifically, we incorporate a feed-forward network to predict per-view pixel-aligned 2DGS, which enables the network to synthesize novel view images and thus eliminates the need for direct 3D ground-truth supervision. To improve the accuracy of 2DGS position and orientation prediction, we propose a Weighted Chamfer Distance Loss to regularize the depth maps, especially in overlapping areas of input views, and also a normal prediction network to align the orientation of 2DGS with normal vectors predicted by a monocular normal estimator. Extensive experiments validate the effectiveness of our proposed improvement, demonstrating that our method achieves state-of-the-art performance in generalizable sparse-view mesh reconstruction tasks. Project Page: https://hanzhichang.github.io/meshsplat_web
Surface Reconstruction from Gaussian Splatting via Novel Stereo Views
The Gaussian splatting for radiance field rendering method has recently emerged as an efficient approach for accurate scene representation. It optimizes the location, size, color, and shape of a cloud of 3D Gaussian elements to visually match, after projection, or splatting, a set of given images taken from various viewing directions. And yet, despite the proximity of Gaussian elements to the shape boundaries, direct surface reconstruction of objects in the scene is a challenge. We propose a novel approach for surface reconstruction from Gaussian splatting models. Rather than relying on the Gaussian elements' locations as a prior for surface reconstruction, we leverage the superior novel-view synthesis capabilities of 3DGS. To that end, we use the Gaussian splatting model to render pairs of stereo-calibrated novel views from which we extract depth profiles using a stereo matching method. We then combine the extracted RGB-D images into a geometrically consistent surface. The resulting reconstruction is more accurate and shows finer details when compared to other methods for surface reconstruction from Gaussian splatting models, while requiring significantly less compute time compared to other surface reconstruction methods. We performed extensive testing of the proposed method on in-the-wild scenes, taken by a smartphone, showcasing its superior reconstruction abilities. Additionally, we tested the proposed method on the Tanks and Temples benchmark, and it has surpassed the current leading method for surface reconstruction from Gaussian splatting models. Project page: https://gs2mesh.github.io/.
SparseRecon: Neural Implicit Surface Reconstruction from Sparse Views with Feature and Depth Consistencies
Surface reconstruction from sparse views aims to reconstruct a 3D shape or scene from few RGB images. The latest methods are either generalization-based or overfitting-based. However, the generalization-based methods do not generalize well on views that were unseen during training, while the reconstruction quality of overfitting-based methods is still limited by the limited geometry clues. To address this issue, we propose SparseRecon, a novel neural implicit reconstruction method for sparse views with volume rendering-based feature consistency and uncertainty-guided depth constraint. Firstly, we introduce a feature consistency loss across views to constrain the neural implicit field. This design alleviates the ambiguity caused by insufficient consistency information of views and ensures completeness and smoothness in the reconstruction results. Secondly, we employ an uncertainty-guided depth constraint to back up the feature consistency loss in areas with occlusion and insignificant features, which recovers geometry details for better reconstruction quality. Experimental results demonstrate that our method outperforms the state-of-the-art methods, which can produce high-quality geometry with sparse-view input, especially in the scenarios with small overlapping views. Project page: https://hanl2010.github.io/SparseRecon/.
Neuralangelo: High-Fidelity Neural Surface Reconstruction
Neural surface reconstruction has been shown to be powerful for recovering dense 3D surfaces via image-based neural rendering. However, current methods struggle to recover detailed structures of real-world scenes. To address the issue, we present Neuralangelo, which combines the representation power of multi-resolution 3D hash grids with neural surface rendering. Two key ingredients enable our approach: (1) numerical gradients for computing higher-order derivatives as a smoothing operation and (2) coarse-to-fine optimization on the hash grids controlling different levels of details. Even without auxiliary inputs such as depth, Neuralangelo can effectively recover dense 3D surface structures from multi-view images with fidelity significantly surpassing previous methods, enabling detailed large-scale scene reconstruction from RGB video captures.
Deformable Surface Reconstruction via Riemannian Metric Preservation
Estimating the pose of an object from a monocular image is an inverse problem fundamental in computer vision. The ill-posed nature of this problem requires incorporating deformation priors to solve it. In practice, many materials do not perceptibly shrink or extend when manipulated, constituting a powerful and well-known prior. Mathematically, this translates to the preservation of the Riemannian metric. Neural networks offer the perfect playground to solve the surface reconstruction problem as they can approximate surfaces with arbitrary precision and allow the computation of differential geometry quantities. This paper presents an approach to inferring continuous deformable surfaces from a sequence of images, which is benchmarked against several techniques and obtains state-of-the-art performance without the need for offline training.
G2SDF: Surface Reconstruction from Explicit Gaussians with Implicit SDFs
State-of-the-art novel view synthesis methods such as 3D Gaussian Splatting (3DGS) achieve remarkable visual quality. While 3DGS and its variants can be rendered efficiently using rasterization, many tasks require access to the underlying 3D surface, which remains challenging to extract due to the sparse and explicit nature of this representation. In this paper, we introduce G2SDF, a novel approach that addresses this limitation by integrating a neural implicit Signed Distance Field (SDF) into the Gaussian Splatting framework. Our method links the opacity values of Gaussians with their distances to the surface, ensuring a closer alignment of Gaussians with the scene surface. To extend this approach to unbounded scenes at varying scales, we propose a normalization function that maps any range to a fixed interval. To further enhance reconstruction quality, we leverage an off-the-shelf depth estimator as pseudo ground truth during Gaussian Splatting optimization. By establishing a differentiable connection between the explicit Gaussians and the implicit SDF, our approach enables high-quality surface reconstruction and rendering. Experimental results on several real-world datasets demonstrate that G2SDF achieves superior reconstruction quality than prior works while maintaining the efficiency of 3DGS.
PPSURF: Combining Patches and Point Convolutions for Detailed Surface Reconstruction
3D surface reconstruction from point clouds is a key step in areas such as content creation, archaeology, digital cultural heritage, and engineering. Current approaches either try to optimize a non-data-driven surface representation to fit the points, or learn a data-driven prior over the distribution of commonly occurring surfaces and how they correlate with potentially noisy point clouds. Data-driven methods enable robust handling of noise and typically either focus on a global or a local prior, which trade-off between robustness to noise on the global end and surface detail preservation on the local end. We propose PPSurf as a method that combines a global prior based on point convolutions and a local prior based on processing local point cloud patches. We show that this approach is robust to noise while recovering surface details more accurately than the current state-of-the-art. Our source code, pre-trained model and dataset are available at: https://github.com/cg-tuwien/ppsurf
PoRF: Pose Residual Field for Accurate Neural Surface Reconstruction
Neural surface reconstruction is sensitive to the camera pose noise, even if state-of-the-art pose estimators like COLMAP or ARKit are used. More importantly, existing Pose-NeRF joint optimisation methods have struggled to improve pose accuracy in challenging real-world scenarios. To overcome the challenges, we introduce the pose residual field (PoRF), a novel implicit representation that uses an MLP for regressing pose updates. This is more robust than the conventional pose parameter optimisation due to parameter sharing that leverages global information over the entire sequence. Furthermore, we propose an epipolar geometry loss to enhance the supervision that leverages the correspondences exported from COLMAP results without the extra computational overhead. Our method yields promising results. On the DTU dataset, we reduce the rotation error by 78\% for COLMAP poses, leading to the decreased reconstruction Chamfer distance from 3.48mm to 0.85mm. On the MobileBrick dataset that contains casually captured unbounded 360-degree videos, our method refines ARKit poses and improves the reconstruction F1 score from 69.18 to 75.67, outperforming that with the dataset provided ground-truth pose (75.14). These achievements demonstrate the efficacy of our approach in refining camera poses and improving the accuracy of neural surface reconstruction in real-world scenarios.
GeoUDF: Surface Reconstruction from 3D Point Clouds via Geometry-guided Distance Representation
We present a learning-based method, namely GeoUDF,to tackle the long-standing and challenging problem of reconstructing a discrete surface from a sparse point cloud.To be specific, we propose a geometry-guided learning method for UDF and its gradient estimation that explicitly formulates the unsigned distance of a query point as the learnable affine averaging of its distances to the tangent planes of neighboring points on the surface. Besides,we model the local geometric structure of the input point clouds by explicitly learning a quadratic polynomial for each point. This not only facilitates upsampling the input sparse point cloud but also naturally induces unoriented normal, which further augments UDF estimation. Finally, to extract triangle meshes from the predicted UDF we propose a customized edge-based marching cube module. We conduct extensive experiments and ablation studies to demonstrate the significant advantages of our method over state-of-the-art methods in terms of reconstruction accuracy, efficiency, and generality. The source code is publicly available at https://github.com/rsy6318/GeoUDF.
Improving Neural Indoor Surface Reconstruction with Mask-Guided Adaptive Consistency Constraints
3D scene reconstruction from 2D images has been a long-standing task. Instead of estimating per-frame depth maps and fusing them in 3D, recent research leverages the neural implicit surface as a unified representation for 3D reconstruction. Equipped with data-driven pre-trained geometric cues, these methods have demonstrated promising performance. However, inaccurate prior estimation, which is usually inevitable, can lead to suboptimal reconstruction quality, particularly in some geometrically complex regions. In this paper, we propose a two-stage training process, decouple view-dependent and view-independent colors, and leverage two novel consistency constraints to enhance detail reconstruction performance without requiring extra priors. Additionally, we introduce an essential mask scheme to adaptively influence the selection of supervision constraints, thereby improving performance in a self-supervised paradigm. Experiments on synthetic and real-world datasets show the capability of reducing the interference from prior estimation errors and achieving high-quality scene reconstruction with rich geometric details.
MoAngelo: Motion-Aware Neural Surface Reconstruction for Dynamic Scenes
Dynamic scene reconstruction from multi-view videos remains a fundamental challenge in computer vision. While recent neural surface reconstruction methods have achieved remarkable results in static 3D reconstruction, extending these approaches with comparable quality for dynamic scenes introduces significant computational and representational challenges. Existing dynamic methods focus on novel-view synthesis, therefore, their extracted meshes tend to be noisy. Even approaches aiming for geometric fidelity often result in too smooth meshes due to the ill-posedness of the problem. We present a novel framework for highly detailed dynamic reconstruction that extends the static 3D reconstruction method NeuralAngelo to work in dynamic settings. To that end, we start with a high-quality template scene reconstruction from the initial frame using NeuralAngelo, and then jointly optimize deformation fields that track the template and refine it based on the temporal sequence. This flexible template allows updating the geometry to include changes that cannot be modeled with the deformation field, for instance occluded parts or the changes in the topology. We show superior reconstruction accuracy in comparison to previous state-of-the-art methods on the ActorsHQ dataset.
GSTAR: Gaussian Surface Tracking and Reconstruction
3D Gaussian Splatting techniques have enabled efficient photo-realistic rendering of static scenes. Recent works have extended these approaches to support surface reconstruction and tracking. However, tracking dynamic surfaces with 3D Gaussians remains challenging due to complex topology changes, such as surfaces appearing, disappearing, or splitting. To address these challenges, we propose GSTAR, a novel method that achieves photo-realistic rendering, accurate surface reconstruction, and reliable 3D tracking for general dynamic scenes with changing topology. Given multi-view captures as input, GSTAR binds Gaussians to mesh faces to represent dynamic objects. For surfaces with consistent topology, GSTAR maintains the mesh topology and tracks the meshes using Gaussians. In regions where topology changes, GSTAR adaptively unbinds Gaussians from the mesh, enabling accurate registration and the generation of new surfaces based on these optimized Gaussians. Additionally, we introduce a surface-based scene flow method that provides robust initialization for tracking between frames. Experiments demonstrate that our method effectively tracks and reconstructs dynamic surfaces, enabling a range of applications. Our project page with the code release is available at https://eth-ait.github.io/GSTAR/.
NeuGrasp: Generalizable Neural Surface Reconstruction with Background Priors for Material-Agnostic Object Grasp Detection
Robotic grasping in scenes with transparent and specular objects presents great challenges for methods relying on accurate depth information. In this paper, we introduce NeuGrasp, a neural surface reconstruction method that leverages background priors for material-agnostic grasp detection. NeuGrasp integrates transformers and global prior volumes to aggregate multi-view features with spatial encoding, enabling robust surface reconstruction in narrow and sparse viewing conditions. By focusing on foreground objects through residual feature enhancement and refining spatial perception with an occupancy-prior volume, NeuGrasp excels in handling objects with transparent and specular surfaces. Extensive experiments in both simulated and real-world scenarios show that NeuGrasp outperforms state-of-the-art methods in grasping while maintaining comparable reconstruction quality. More details are available at https://neugrasp.github.io/.
Multi-view Surface Reconstruction Using Normal and Reflectance Cues
Achieving high-fidelity 3D surface reconstruction while preserving fine details remains challenging, especially in the presence of materials with complex reflectance properties and without a dense-view setup. In this paper, we introduce a versatile framework that incorporates multi-view normal and optionally reflectance maps into radiance-based surface reconstruction. Our approach employs a pixel-wise joint re-parametrization of reflectance and surface normals, representing them as a vector of radiances under simulated, varying illumination. This formulation enables seamless incorporation into standard surface reconstruction pipelines, such as traditional multi-view stereo (MVS) frameworks or modern neural volume rendering (NVR) ones. Combined with the latter, our approach achieves state-of-the-art performance on multi-view photometric stereo (MVPS) benchmark datasets, including DiLiGenT-MV, LUCES-MV and Skoltech3D. In particular, our method excels in reconstructing fine-grained details and handling challenging visibility conditions. The present paper is an extended version of the earlier conference paper by Brument et al. (in Proceedings of the IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 2024), featuring an accelerated and more robust algorithm as well as a broader empirical evaluation. The code and data relative to this article is available at https://github.com/RobinBruneau/RNb-NeuS2.
SuperNormal: Neural Surface Reconstruction via Multi-View Normal Integration
We present SuperNormal, a fast, high-fidelity approach to multi-view 3D reconstruction using surface normal maps. With a few minutes, SuperNormal produces detailed surfaces on par with 3D scanners. We harness volume rendering to optimize a neural signed distance function (SDF) powered by multi-resolution hash encoding. To accelerate training, we propose directional finite difference and patch-based ray marching to approximate the SDF gradients numerically. While not compromising reconstruction quality, this strategy is nearly twice as efficient as analytical gradients and about three times faster than axis-aligned finite difference. Experiments on the benchmark dataset demonstrate the superiority of SuperNormal in efficiency and accuracy compared to existing multi-view photometric stereo methods. On our captured objects, SuperNormal produces more fine-grained geometry than recent neural 3D reconstruction methods.
Parameterization-driven Neural Surface Reconstruction for Object-oriented Editing in Neural Rendering
The advancements in neural rendering have increased the need for techniques that enable intuitive editing of 3D objects represented as neural implicit surfaces. This paper introduces a novel neural algorithm for parameterizing neural implicit surfaces to simple parametric domains like spheres and polycubes. Our method allows users to specify the number of cubes in the parametric domain, learning a configuration that closely resembles the target 3D object's geometry. It computes bi-directional deformation between the object and the domain using a forward mapping from the object's zero level set and an inverse deformation for backward mapping. We ensure nearly bijective mapping with a cycle loss and optimize deformation smoothness. The parameterization quality, assessed by angle and area distortions, is guaranteed using a Laplacian regularizer and an optimized learned parametric domain. Our framework integrates with existing neural rendering pipelines, using multi-view images of a single object or multiple objects of similar geometries to reconstruct 3D geometry and compute texture maps automatically, eliminating the need for any prior information. We demonstrate the method's effectiveness on images of human heads and man-made objects.
Accurate and Complete Surface Reconstruction from 3D Gaussians via Direct SDF Learning
3D Gaussian Splatting (3DGS) has recently emerged as a powerful paradigm for photorealistic view synthesis, representing scenes with spatially distributed Gaussian primitives. While highly effective for rendering, achieving accurate and complete surface reconstruction remains challenging due to the unstructured nature of the representation and the absence of explicit geometric supervision. In this work, we propose DiGS, a unified framework that embeds Signed Distance Field (SDF) learning directly into the 3DGS pipeline, thereby enforcing strong and interpretable surface priors. By associating each Gaussian with a learnable SDF value, DiGS explicitly aligns primitives with underlying geometry and improves cross-view consistency. To further ensure dense and coherent coverage, we design a geometry-guided grid growth strategy that adaptively distributes Gaussians along geometry-consistent regions under a multi-scale hierarchy. Extensive experiments on standard benchmarks, including DTU, Mip-NeRF 360, and Tanks& Temples, demonstrate that DiGS consistently improves reconstruction accuracy and completeness while retaining high rendering fidelity.
Surf3R: Rapid Surface Reconstruction from Sparse RGB Views in Seconds
Current multi-view 3D reconstruction methods rely on accurate camera calibration and pose estimation, requiring complex and time-intensive pre-processing that hinders their practical deployment. To address this challenge, we introduce Surf3R, an end-to-end feedforward approach that reconstructs 3D surfaces from sparse views without estimating camera poses and completes an entire scene in under 10 seconds. Our method employs a multi-branch and multi-view decoding architecture in which multiple reference views jointly guide the reconstruction process. Through the proposed branch-wise processing, cross-view attention, and inter-branch fusion, the model effectively captures complementary geometric cues without requiring camera calibration. Moreover, we introduce a D-Normal regularizer based on an explicit 3D Gaussian representation for surface reconstruction. It couples surface normals with other geometric parameters to jointly optimize the 3D geometry, significantly improving 3D consistency and surface detail accuracy. Experimental results demonstrate that Surf3R achieves state-of-the-art performance on multiple surface reconstruction metrics on ScanNet++ and Replica datasets, exhibiting excellent generalization and efficiency.
Parametric Point Cloud Completion for Polygonal Surface Reconstruction
Existing polygonal surface reconstruction methods heavily depend on input completeness and struggle with incomplete point clouds. We argue that while current point cloud completion techniques may recover missing points, they are not optimized for polygonal surface reconstruction, where the parametric representation of underlying surfaces remains overlooked. To address this gap, we introduce parametric completion, a novel paradigm for point cloud completion, which recovers parametric primitives instead of individual points to convey high-level geometric structures. Our presented approach, PaCo, enables high-quality polygonal surface reconstruction by leveraging plane proxies that encapsulate both plane parameters and inlier points, proving particularly effective in challenging scenarios with highly incomplete data. Comprehensive evaluations of our approach on the ABC dataset establish its effectiveness with superior performance and set a new standard for polygonal surface reconstruction from incomplete data. Project page: https://parametric-completion.github.io.
High-quality Surface Reconstruction using Gaussian Surfels
We propose a novel point-based representation, Gaussian surfels, to combine the advantages of the flexible optimization procedure in 3D Gaussian points and the surface alignment property of surfels. This is achieved by directly setting the z-scale of 3D Gaussian points to 0, effectively flattening the original 3D ellipsoid into a 2D ellipse. Such a design provides clear guidance to the optimizer. By treating the local z-axis as the normal direction, it greatly improves optimization stability and surface alignment. While the derivatives to the local z-axis computed from the covariance matrix are zero in this setting, we design a self-supervised normal-depth consistency loss to remedy this issue. Monocular normal priors and foreground masks are incorporated to enhance the quality of the reconstruction, mitigating issues related to highlights and background. We propose a volumetric cutting method to aggregate the information of Gaussian surfels so as to remove erroneous points in depth maps generated by alpha blending. Finally, we apply screened Poisson reconstruction method to the fused depth maps to extract the surface mesh. Experimental results show that our method demonstrates superior performance in surface reconstruction compared to state-of-the-art neural volume rendering and point-based rendering methods.
Neural Kernel Surface Reconstruction
We present a novel method for reconstructing a 3D implicit surface from a large-scale, sparse, and noisy point cloud. Our approach builds upon the recently introduced Neural Kernel Fields (NKF) representation. It enjoys similar generalization capabilities to NKF, while simultaneously addressing its main limitations: (a) We can scale to large scenes through compactly supported kernel functions, which enable the use of memory-efficient sparse linear solvers. (b) We are robust to noise, through a gradient fitting solve. (c) We minimize training requirements, enabling us to learn from any dataset of dense oriented points, and even mix training data consisting of objects and scenes at different scales. Our method is capable of reconstructing millions of points in a few seconds, and handling very large scenes in an out-of-core fashion. We achieve state-of-the-art results on reconstruction benchmarks consisting of single objects, indoor scenes, and outdoor scenes.
ReTR: Modeling Rendering Via Transformer for Generalizable Neural Surface Reconstruction
Generalizable neural surface reconstruction techniques have attracted great attention in recent years. However, they encounter limitations of low confidence depth distribution and inaccurate surface reasoning due to the oversimplified volume rendering process employed. In this paper, we present Reconstruction TRansformer (ReTR), a novel framework that leverages the transformer architecture to redesign the rendering process, enabling complex render interaction modeling. It introduces a learnable meta-ray token and utilizes the cross-attention mechanism to simulate the interaction of rendering process with sampled points and render the observed color. Meanwhile, by operating within a high-dimensional feature space rather than the color space, ReTR mitigates sensitivity to projected colors in source views. Such improvements result in accurate surface assessment with high confidence. We demonstrate the effectiveness of our approach on various datasets, showcasing how our method outperforms the current state-of-the-art approaches in terms of reconstruction quality and generalization ability. Our code is available at https://github.com/YixunLiang/ReTR.
Diffeomorphic Mesh Deformation via Efficient Optimal Transport for Cortical Surface Reconstruction
Mesh deformation plays a pivotal role in many 3D vision tasks including dynamic simulations, rendering, and reconstruction. However, defining an efficient discrepancy between predicted and target meshes remains an open problem. A prevalent approach in current deep learning is the set-based approach which measures the discrepancy between two surfaces by comparing two randomly sampled point-clouds from the two meshes with Chamfer pseudo-distance. Nevertheless, the set-based approach still has limitations such as lacking a theoretical guarantee for choosing the number of points in sampled point-clouds, and the pseudo-metricity and the quadratic complexity of the Chamfer divergence. To address these issues, we propose a novel metric for learning mesh deformation. The metric is defined by sliced Wasserstein distance on meshes represented as probability measures that generalize the set-based approach. By leveraging probability measure space, we gain flexibility in encoding meshes using diverse forms of probability measures, such as continuous, empirical, and discrete measures via varifold representation. After having encoded probability measures, we can compare meshes by using the sliced Wasserstein distance which is an effective optimal transport distance with linear computational complexity and can provide a fast statistical rate for approximating the surface of meshes. To the end, we employ a neural ordinary differential equation (ODE) to deform the input surface into the target shape by modeling the trajectories of the points on the surface. Our experiments on cortical surface reconstruction demonstrate that our approach surpasses other competing methods in multiple datasets and metrics.
NeuDA: Neural Deformable Anchor for High-Fidelity Implicit Surface Reconstruction
This paper studies implicit surface reconstruction leveraging differentiable ray casting. Previous works such as IDR and NeuS overlook the spatial context in 3D space when predicting and rendering the surface, thereby may fail to capture sharp local topologies such as small holes and structures. To mitigate the limitation, we propose a flexible neural implicit representation leveraging hierarchical voxel grids, namely Neural Deformable Anchor (NeuDA), for high-fidelity surface reconstruction. NeuDA maintains the hierarchical anchor grids where each vertex stores a 3D position (or anchor) instead of the direct embedding (or feature). We optimize the anchor grids such that different local geometry structures can be adaptively encoded. Besides, we dig into the frequency encoding strategies and introduce a simple hierarchical positional encoding method for the hierarchical anchor structure to flexibly exploit the properties of high-frequency and low-frequency geometry and appearance. Experiments on both the DTU and BlendedMVS datasets demonstrate that NeuDA can produce promising mesh surfaces.
RangeUDF: Semantic Surface Reconstruction from 3D Point Clouds
We present RangeUDF, a new implicit representation based framework to recover the geometry and semantics of continuous 3D scene surfaces from point clouds. Unlike occupancy fields or signed distance fields which can only model closed 3D surfaces, our approach is not restricted to any type of topology. Being different from the existing unsigned distance fields, our framework does not suffer from any surface ambiguity. In addition, our RangeUDF can jointly estimate precise semantics for continuous surfaces. The key to our approach is a range-aware unsigned distance function together with a surface-oriented semantic segmentation module. Extensive experiments show that RangeUDF clearly surpasses state-of-the-art approaches for surface reconstruction on four point cloud datasets. Moreover, RangeUDF demonstrates superior generalization capability across multiple unseen datasets, which is nearly impossible for all existing approaches.
GeoSVR: Taming Sparse Voxels for Geometrically Accurate Surface Reconstruction
Reconstructing accurate surfaces with radiance fields has achieved remarkable progress in recent years. However, prevailing approaches, primarily based on Gaussian Splatting, are increasingly constrained by representational bottlenecks. In this paper, we introduce GeoSVR, an explicit voxel-based framework that explores and extends the under-investigated potential of sparse voxels for achieving accurate, detailed, and complete surface reconstruction. As strengths, sparse voxels support preserving the coverage completeness and geometric clarity, while corresponding challenges also arise from absent scene constraints and locality in surface refinement. To ensure correct scene convergence, we first propose a Voxel-Uncertainty Depth Constraint that maximizes the effect of monocular depth cues while presenting a voxel-oriented uncertainty to avoid quality degradation, enabling effective and robust scene constraints yet preserving highly accurate geometries. Subsequently, Sparse Voxel Surface Regularization is designed to enhance geometric consistency for tiny voxels and facilitate the voxel-based formation of sharp and accurate surfaces. Extensive experiments demonstrate our superior performance compared to existing methods across diverse challenging scenarios, excelling in geometric accuracy, detail preservation, and reconstruction completeness while maintaining high efficiency. Code is available at https://github.com/Fictionarry/GeoSVR.
GausSurf: Geometry-Guided 3D Gaussian Splatting for Surface Reconstruction
3D Gaussian Splatting has achieved impressive performance in novel view synthesis with real-time rendering capabilities. However, reconstructing high-quality surfaces with fine details using 3D Gaussians remains a challenging task. In this work, we introduce GausSurf, a novel approach to high-quality surface reconstruction by employing geometry guidance from multi-view consistency in texture-rich areas and normal priors in texture-less areas of a scene. We observe that a scene can be mainly divided into two primary regions: 1) texture-rich and 2) texture-less areas. To enforce multi-view consistency at texture-rich areas, we enhance the reconstruction quality by incorporating a traditional patch-match based Multi-View Stereo (MVS) approach to guide the geometry optimization in an iterative scheme. This scheme allows for mutual reinforcement between the optimization of Gaussians and patch-match refinement, which significantly improves the reconstruction results and accelerates the training process. Meanwhile, for the texture-less areas, we leverage normal priors from a pre-trained normal estimation model to guide optimization. Extensive experiments on the DTU and Tanks and Temples datasets demonstrate that our method surpasses state-of-the-art methods in terms of reconstruction quality and computation time.
Uncertainty-Aware Normal-Guided Gaussian Splatting for Surface Reconstruction from Sparse Image Sequences
3D Gaussian Splatting (3DGS) has achieved impressive rendering performance in novel view synthesis. However, its efficacy diminishes considerably in sparse image sequences, where inherent data sparsity amplifies geometric uncertainty during optimization. This often leads to convergence at suboptimal local minima, resulting in noticeable structural artifacts in the reconstructed scenes.To mitigate these issues, we propose Uncertainty-aware Normal-Guided Gaussian Splatting (UNG-GS), a novel framework featuring an explicit Spatial Uncertainty Field (SUF) to quantify geometric uncertainty within the 3DGS pipeline. UNG-GS enables high-fidelity rendering and achieves high-precision reconstruction without relying on priors. Specifically, we first integrate Gaussian-based probabilistic modeling into the training of 3DGS to optimize the SUF, providing the model with adaptive error tolerance. An uncertainty-aware depth rendering strategy is then employed to weight depth contributions based on the SUF, effectively reducing noise while preserving fine details. Furthermore, an uncertainty-guided normal refinement method adjusts the influence of neighboring depth values in normal estimation, promoting robust results. Extensive experiments demonstrate that UNG-GS significantly outperforms state-of-the-art methods in both sparse and dense sequences. The code will be open-source.
EvaSurf: Efficient View-Aware Implicit Textured Surface Reconstruction on Mobile Devices
Reconstructing real-world 3D objects has numerous applications in computer vision, such as virtual reality, video games, and animations. Ideally, 3D reconstruction methods should generate high-fidelity results with 3D consistency in real-time. Traditional methods match pixels between images using photo-consistency constraints or learned features, while differentiable rendering methods like Neural Radiance Fields (NeRF) use differentiable volume rendering or surface-based representation to generate high-fidelity scenes. However, these methods require excessive runtime for rendering, making them impractical for daily applications. To address these challenges, we present EvaSurf, an Efficient View-Aware implicit textured Surface reconstruction method on mobile devices. In our method, we first employ an efficient surface-based model with a multi-view supervision module to ensure accurate mesh reconstruction. To enable high-fidelity rendering, we learn an implicit texture embedded with a set of Gaussian lobes to capture view-dependent information. Furthermore, with the explicit geometry and the implicit texture, we can employ a lightweight neural shader to reduce the expense of computation and further support real-time rendering on common mobile devices. Extensive experiments demonstrate that our method can reconstruct high-quality appearance and accurate mesh on both synthetic and real-world datasets. Moreover, our method can be trained in just 1-2 hours using a single GPU and run on mobile devices at over 40 FPS (Frames Per Second), with a final package required for rendering taking up only 40-50 MB.
Geometry-Guided Ray Augmentation for Neural Surface Reconstruction with Sparse Views
In this paper, we propose a novel method for 3D scene and object reconstruction from sparse multi-view images. Different from previous methods that leverage extra information such as depth or generalizable features across scenes, our approach leverages the scene properties embedded in the multi-view inputs to create precise pseudo-labels for optimization without any prior training. Specifically, we introduce a geometry-guided approach that improves surface reconstruction accuracy from sparse views by leveraging spherical harmonics to predict the novel radiance while holistically considering all color observations for a point in the scene. Also, our pipeline exploits proxy geometry and correctly handles the occlusion in generating the pseudo-labels of radiance, which previous image-warping methods fail to avoid. Our method, dubbed Ray Augmentation (RayAug), achieves superior results on DTU and Blender datasets without requiring prior training, demonstrating its effectiveness in addressing the problem of sparse view reconstruction. Our pipeline is flexible and can be integrated into other implicit neural reconstruction methods for sparse views.
RoMe: Towards Large Scale Road Surface Reconstruction via Mesh Representation
In autonomous driving applications, accurate and efficient road surface reconstruction is paramount. This paper introduces RoMe, a novel framework designed for the robust reconstruction of large-scale road surfaces. Leveraging a unique mesh representation, RoMe ensures that the reconstructed road surfaces are accurate and seamlessly aligned with semantics. To address challenges in computational efficiency, we propose a waypoint sampling strategy, enabling RoMe to reconstruct vast environments by focusing on sub-areas and subsequently merging them. Furthermore, we incorporate an extrinsic optimization module to enhance the robustness against inaccuracies in extrinsic calibration. Our extensive evaluations of both public datasets and wild data underscore RoMe's superiority in terms of speed, accuracy, and robustness. For instance, it costs only 2 GPU hours to recover a road surface of 600*600 square meters from thousands of images. Notably, RoMe's capability extends beyond mere reconstruction, offering significant value for auto-labeling tasks in autonomous driving applications. All related data and code are available at https://github.com/DRosemei/RoMe.
Looking Through the Glass: Neural Surface Reconstruction Against High Specular Reflections
Neural implicit methods have achieved high-quality 3D object surfaces under slight specular highlights. However, high specular reflections (HSR) often appear in front of target objects when we capture them through glasses. The complex ambiguity in these scenes violates the multi-view consistency, then makes it challenging for recent methods to reconstruct target objects correctly. To remedy this issue, we present a novel surface reconstruction framework, NeuS-HSR, based on implicit neural rendering. In NeuS-HSR, the object surface is parameterized as an implicit signed distance function (SDF). To reduce the interference of HSR, we propose decomposing the rendered image into two appearances: the target object and the auxiliary plane. We design a novel auxiliary plane module by combining physical assumptions and neural networks to generate the auxiliary plane appearance. Extensive experiments on synthetic and real-world datasets demonstrate that NeuS-HSR outperforms state-of-the-art approaches for accurate and robust target surface reconstruction against HSR. Code is available at https://github.com/JiaxiongQ/NeuS-HSR.
Ref-NeuS: Ambiguity-Reduced Neural Implicit Surface Learning for Multi-View Reconstruction with Reflection
Neural implicit surface learning has shown significant progress in multi-view 3D reconstruction, where an object is represented by multilayer perceptrons that provide continuous implicit surface representation and view-dependent radiance. However, current methods often fail to accurately reconstruct reflective surfaces, leading to severe ambiguity. To overcome this issue, we propose Ref-NeuS, which aims to reduce ambiguity by attenuating the effect of reflective surfaces. Specifically, we utilize an anomaly detector to estimate an explicit reflection score with the guidance of multi-view context to localize reflective surfaces. Afterward, we design a reflection-aware photometric loss that adaptively reduces ambiguity by modeling rendered color as a Gaussian distribution, with the reflection score representing the variance. We show that together with a reflection direction-dependent radiance, our model achieves high-quality surface reconstruction on reflective surfaces and outperforms the state-of-the-arts by a large margin. Besides, our model is also comparable on general surfaces.
SolidGS: Consolidating Gaussian Surfel Splatting for Sparse-View Surface Reconstruction
Gaussian splatting has achieved impressive improvements for both novel-view synthesis and surface reconstruction from multi-view images. However, current methods still struggle to reconstruct high-quality surfaces from only sparse view input images using Gaussian splatting. In this paper, we propose a novel method called SolidGS to address this problem. We observed that the reconstructed geometry can be severely inconsistent across multi-views, due to the property of Gaussian function in geometry rendering. This motivates us to consolidate all Gaussians by adopting a more solid kernel function, which effectively improves the surface reconstruction quality. With the additional help of geometrical regularization and monocular normal estimation, our method achieves superior performance on the sparse view surface reconstruction than all the Gaussian splatting methods and neural field methods on the widely used DTU, Tanks-and-Temples, and LLFF datasets.
C2F2NeUS: Cascade Cost Frustum Fusion for High Fidelity and Generalizable Neural Surface Reconstruction
There is an emerging effort to combine the two popular 3D frameworks using Multi-View Stereo (MVS) and Neural Implicit Surfaces (NIS) with a specific focus on the few-shot / sparse view setting. In this paper, we introduce a novel integration scheme that combines the multi-view stereo with neural signed distance function representations, which potentially overcomes the limitations of both methods. MVS uses per-view depth estimation and cross-view fusion to generate accurate surfaces, while NIS relies on a common coordinate volume. Based on this strategy, we propose to construct per-view cost frustum for finer geometry estimation, and then fuse cross-view frustums and estimate the implicit signed distance functions to tackle artifacts that are due to noise and holes in the produced surface reconstruction. We further apply a cascade frustum fusion strategy to effectively captures global-local information and structural consistency. Finally, we apply cascade sampling and a pseudo-geometric loss to foster stronger integration between the two architectures. Extensive experiments demonstrate that our method reconstructs robust surfaces and outperforms existing state-of-the-art methods.
FOCUS - Multi-View Foot Reconstruction From Synthetically Trained Dense Correspondences
Surface reconstruction from multiple, calibrated images is a challenging task - often requiring a large number of collected images with significant overlap. We look at the specific case of human foot reconstruction. As with previous successful foot reconstruction work, we seek to extract rich per-pixel geometry cues from multi-view RGB images, and fuse these into a final 3D object. Our method, FOCUS, tackles this problem with 3 main contributions: (i) SynFoot2, an extension of an existing synthetic foot dataset to include a new data type: dense correspondence with the parameterized foot model FIND; (ii) an uncertainty-aware dense correspondence predictor trained on our synthetic dataset; (iii) two methods for reconstructing a 3D surface from dense correspondence predictions: one inspired by Structure-from-Motion, and one optimization-based using the FIND model. We show that our reconstruction achieves state-of-the-art reconstruction quality in a few-view setting, performing comparably to state-of-the-art when many views are available, and runs substantially faster. We release our synthetic dataset to the research community. Code is available at: https://github.com/OllieBoyne/FOCUS
FOUND: Foot Optimization with Uncertain Normals for Surface Deformation Using Synthetic Data
Surface reconstruction from multi-view images is a challenging task, with solutions often requiring a large number of sampled images with high overlap. We seek to develop a method for few-view reconstruction, for the case of the human foot. To solve this task, we must extract rich geometric cues from RGB images, before carefully fusing them into a final 3D object. Our FOUND approach tackles this, with 4 main contributions: (i) SynFoot, a synthetic dataset of 50,000 photorealistic foot images, paired with ground truth surface normals and keypoints; (ii) an uncertainty-aware surface normal predictor trained on our synthetic dataset; (iii) an optimization scheme for fitting a generative foot model to a series of images; and (iv) a benchmark dataset of calibrated images and high resolution ground truth geometry. We show that our normal predictor outperforms all off-the-shelf equivalents significantly on real images, and our optimization scheme outperforms state-of-the-art photogrammetry pipelines, especially for a few-view setting. We release our synthetic dataset and baseline 3D scans to the research community.
NoPose-NeuS: Jointly Optimizing Camera Poses with Neural Implicit Surfaces for Multi-view Reconstruction
Learning neural implicit surfaces from volume rendering has become popular for multi-view reconstruction. Neural surface reconstruction approaches can recover complex 3D geometry that are difficult for classical Multi-view Stereo (MVS) approaches, such as non-Lambertian surfaces and thin structures. However, one key assumption for these methods is knowing accurate camera parameters for the input multi-view images, which are not always available. In this paper, we present NoPose-NeuS, a neural implicit surface reconstruction method that extends NeuS to jointly optimize camera poses with the geometry and color networks. We encode the camera poses as a multi-layer perceptron (MLP) and introduce two additional losses, which are multi-view feature consistency and rendered depth losses, to constrain the learned geometry for better estimated camera poses and scene surfaces. Extensive experiments on the DTU dataset show that the proposed method can estimate relatively accurate camera poses, while maintaining a high surface reconstruction quality with 0.89 mean Chamfer distance.
Surface Representation for Point Clouds
Most prior work represents the shapes of point clouds by coordinates. However, it is insufficient to describe the local geometry directly. In this paper, we present RepSurf (representative surfaces), a novel representation of point clouds to explicitly depict the very local structure. We explore two variants of RepSurf, Triangular RepSurf and Umbrella RepSurf inspired by triangle meshes and umbrella curvature in computer graphics. We compute the representations of RepSurf by predefined geometric priors after surface reconstruction. RepSurf can be a plug-and-play module for most point cloud models thanks to its free collaboration with irregular points. Based on a simple baseline of PointNet++ (SSG version), Umbrella RepSurf surpasses the previous state-of-the-art by a large margin for classification, segmentation and detection on various benchmarks in terms of performance and efficiency. With an increase of around 0.008M number of parameters, 0.04G FLOPs, and 1.12ms inference time, our method achieves 94.7\% (+0.5\%) on ModelNet40, and 84.6\% (+1.8\%) on ScanObjectNN for classification, while 74.3\% (+0.8\%) mIoU on S3DIS 6-fold, and 70.0\% (+1.6\%) mIoU on ScanNet for segmentation. For detection, previous state-of-the-art detector with our RepSurf obtains 71.2\% (+2.1\%) mAP_{25}, 54.8\% (+2.0\%) mAP_{50} on ScanNetV2, and 64.9\% (+1.9\%) mAP_{25}, 47.7\% (+2.5\%) mAP_{50} on SUN RGB-D. Our lightweight Triangular RepSurf performs its excellence on these benchmarks as well. The code is publicly available at https://github.com/hancyran/RepSurf.
Texture2LoD3: Enabling LoD3 Building Reconstruction With Panoramic Images
Despite recent advancements in surface reconstruction, Level of Detail (LoD) 3 building reconstruction remains an unresolved challenge. The main issue pertains to the object-oriented modelling paradigm, which requires georeferencing, watertight geometry, facade semantics, and low-poly representation -- Contrasting unstructured mesh-oriented models. In Texture2LoD3, we introduce a novel method leveraging the ubiquity of 3D building model priors and panoramic street-level images, enabling the reconstruction of LoD3 building models. We observe that prior low-detail building models can serve as valid planar targets for ortho-rectifying street-level panoramic images. Moreover, deploying segmentation on accurately textured low-level building surfaces supports maintaining essential georeferencing, watertight geometry, and low-poly representation for LoD3 reconstruction. In the absence of LoD3 validation data, we additionally introduce the ReLoD3 dataset, on which we experimentally demonstrate that our method leads to improved facade segmentation accuracy by 11% and can replace costly manual projections. We believe that Texture2LoD3 can scale the adoption of LoD3 models, opening applications in estimating building solar potential or enhancing autonomous driving simulations. The project website, code, and data are available here: https://wenzhaotang.github.io/Texture2LoD3/.
FSFSplatter: Build Surface and Novel Views with Sparse-Views within 2min
Gaussian Splatting has become a leading reconstruction technique, known for its high-quality novel view synthesis and detailed reconstruction. However, most existing methods require dense, calibrated views. Reconstructing from free sparse images often leads to poor surface due to limited overlap and overfitting. We introduce FSFSplatter, a new approach for fast surface reconstruction from free sparse images. Our method integrates end-to-end dense Gaussian initialization, camera parameter estimation, and geometry-enhanced scene optimization. Specifically, FSFSplatter employs a large Transformer to encode multi-view images and generates a dense and geometrically consistent Gaussian scene initialization via a self-splitting Gaussian head. It eliminates local floaters through contribution-based pruning and mitigates overfitting to limited views by leveraging depth and multi-view feature supervision with differentiable camera parameters during rapid optimization. FSFSplatter outperforms current state-of-the-art methods on widely used DTU, Replica, and BlendedMVS datasets.
HelixSurf: A Robust and Efficient Neural Implicit Surface Learning of Indoor Scenes with Iterative Intertwined Regularization
Recovery of an underlying scene geometry from multiview images stands as a long-time challenge in computer vision research. The recent promise leverages neural implicit surface learning and differentiable volume rendering, and achieves both the recovery of scene geometry and synthesis of novel views, where deep priors of neural models are used as an inductive smoothness bias. While promising for object-level surfaces, these methods suffer when coping with complex scene surfaces. In the meanwhile, traditional multi-view stereo can recover the geometry of scenes with rich textures, by globally optimizing the local, pixel-wise correspondences across multiple views. We are thus motivated to make use of the complementary benefits from the two strategies, and propose a method termed Helix-shaped neural implicit Surface learning or HelixSurf; HelixSurf uses the intermediate prediction from one strategy as the guidance to regularize the learning of the other one, and conducts such intertwined regularization iteratively during the learning process. We also propose an efficient scheme for differentiable volume rendering in HelixSurf. Experiments on surface reconstruction of indoor scenes show that our method compares favorably with existing methods and is orders of magnitude faster, even when some of existing methods are assisted with auxiliary training data. The source code is available at https://github.com/Gorilla-Lab-SCUT/HelixSurf.
NeuS: Learning Neural Implicit Surfaces by Volume Rendering for Multi-view Reconstruction
We present a novel neural surface reconstruction method, called NeuS, for reconstructing objects and scenes with high fidelity from 2D image inputs. Existing neural surface reconstruction approaches, such as DVR and IDR, require foreground mask as supervision, easily get trapped in local minima, and therefore struggle with the reconstruction of objects with severe self-occlusion or thin structures. Meanwhile, recent neural methods for novel view synthesis, such as NeRF and its variants, use volume rendering to produce a neural scene representation with robustness of optimization, even for highly complex objects. However, extracting high-quality surfaces from this learned implicit representation is difficult because there are not sufficient surface constraints in the representation. In NeuS, we propose to represent a surface as the zero-level set of a signed distance function (SDF) and develop a new volume rendering method to train a neural SDF representation. We observe that the conventional volume rendering method causes inherent geometric errors (i.e. bias) for surface reconstruction, and therefore propose a new formulation that is free of bias in the first order of approximation, thus leading to more accurate surface reconstruction even without the mask supervision. Experiments on the DTU dataset and the BlendedMVS dataset show that NeuS outperforms the state-of-the-arts in high-quality surface reconstruction, especially for objects and scenes with complex structures and self-occlusion.
Surface Extraction from Neural Unsigned Distance Fields
We propose a method, named DualMesh-UDF, to extract a surface from unsigned distance functions (UDFs), encoded by neural networks, or neural UDFs. Neural UDFs are becoming increasingly popular for surface representation because of their versatility in presenting surfaces with arbitrary topologies, as opposed to the signed distance function that is limited to representing a closed surface. However, the applications of neural UDFs are hindered by the notorious difficulty in extracting the target surfaces they represent. Recent methods for surface extraction from a neural UDF suffer from significant geometric errors or topological artifacts due to two main difficulties: (1) A UDF does not exhibit sign changes; and (2) A neural UDF typically has substantial approximation errors. DualMesh-UDF addresses these two difficulties. Specifically, given a neural UDF encoding a target surface S to be recovered, we first estimate the tangent planes of S at a set of sample points close to S. Next, we organize these sample points into local clusters, and for each local cluster, solve a linear least squares problem to determine a final surface point. These surface points are then connected to create the output mesh surface, which approximates the target surface. The robust estimation of the tangent planes of the target surface and the subsequent minimization problem constitute our core strategy, which contributes to the favorable performance of DualMesh-UDF over other competing methods. To efficiently implement this strategy, we employ an adaptive Octree. Within this framework, we estimate the location of a surface point in each of the octree cells identified as containing part of the target surface. Extensive experiments show that our method outperforms existing methods in terms of surface reconstruction quality while maintaining comparable computational efficiency.
NeuS2: Fast Learning of Neural Implicit Surfaces for Multi-view Reconstruction
Recent methods for neural surface representation and rendering, for example NeuS, have demonstrated the remarkably high-quality reconstruction of static scenes. However, the training of NeuS takes an extremely long time (8 hours), which makes it almost impossible to apply them to dynamic scenes with thousands of frames. We propose a fast neural surface reconstruction approach, called NeuS2, which achieves two orders of magnitude improvement in terms of acceleration without compromising reconstruction quality. To accelerate the training process, we parameterize a neural surface representation by multi-resolution hash encodings and present a novel lightweight calculation of second-order derivatives tailored to our networks to leverage CUDA parallelism, achieving a factor two speed up. To further stabilize and expedite training, a progressive learning strategy is proposed to optimize multi-resolution hash encodings from coarse to fine. We extend our method for fast training of dynamic scenes, with a proposed incremental training strategy and a novel global transformation prediction component, which allow our method to handle challenging long sequences with large movements and deformations. Our experiments on various datasets demonstrate that NeuS2 significantly outperforms the state-of-the-arts in both surface reconstruction accuracy and training speed for both static and dynamic scenes. The code is available at our website: https://vcai.mpi-inf.mpg.de/projects/NeuS2/ .
Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene Decomposition
We present Vid2Avatar, a method to learn human avatars from monocular in-the-wild videos. Reconstructing humans that move naturally from monocular in-the-wild videos is difficult. Solving it requires accurately separating humans from arbitrary backgrounds. Moreover, it requires reconstructing detailed 3D surface from short video sequences, making it even more challenging. Despite these challenges, our method does not require any groundtruth supervision or priors extracted from large datasets of clothed human scans, nor do we rely on any external segmentation modules. Instead, it solves the tasks of scene decomposition and surface reconstruction directly in 3D by modeling both the human and the background in the scene jointly, parameterized via two separate neural fields. Specifically, we define a temporally consistent human representation in canonical space and formulate a global optimization over the background model, the canonical human shape and texture, and per-frame human pose parameters. A coarse-to-fine sampling strategy for volume rendering and novel objectives are introduced for a clean separation of dynamic human and static background, yielding detailed and robust 3D human geometry reconstructions. We evaluate our methods on publicly available datasets and show improvements over prior art.
4DTAM: Non-Rigid Tracking and Mapping via Dynamic Surface Gaussians
We propose the first 4D tracking and mapping method that jointly performs camera localization and non-rigid surface reconstruction via differentiable rendering. Our approach captures 4D scenes from an online stream of color images with depth measurements or predictions by jointly optimizing scene geometry, appearance, dynamics, and camera ego-motion. Although natural environments exhibit complex non-rigid motions, 4D-SLAM remains relatively underexplored due to its inherent challenges; even with 2.5D signals, the problem is ill-posed because of the high dimensionality of the optimization space. To overcome these challenges, we first introduce a SLAM method based on Gaussian surface primitives that leverages depth signals more effectively than 3D Gaussians, thereby achieving accurate surface reconstruction. To further model non-rigid deformations, we employ a warp-field represented by a multi-layer perceptron (MLP) and introduce a novel camera pose estimation technique along with surface regularization terms that facilitate spatio-temporal reconstruction. In addition to these algorithmic challenges, a significant hurdle in 4D SLAM research is the lack of reliable ground truth and evaluation protocols, primarily due to the difficulty of 4D capture using commodity sensors. To address this, we present a novel open synthetic dataset of everyday objects with diverse motions, leveraging large-scale object models and animation modeling. In summary, we open up the modern 4D-SLAM research by introducing a novel method and evaluation protocols grounded in modern vision and rendering techniques.
GS-SDF: LiDAR-Augmented Gaussian Splatting and Neural SDF for Geometrically Consistent Rendering and Reconstruction
Digital twins are fundamental to the development of autonomous driving and embodied artificial intelligence. However, achieving high-granularity surface reconstruction and high-fidelity rendering remains a challenge. Gaussian splatting offers efficient photorealistic rendering but struggles with geometric inconsistencies due to fragmented primitives and sparse observational data in robotics applications. Existing regularization methods, which rely on render-derived constraints, often fail in complex environments. Moreover, effectively integrating sparse LiDAR data with Gaussian splatting remains challenging. We propose a unified LiDAR-visual system that synergizes Gaussian splatting with a neural signed distance field. The accurate LiDAR point clouds enable a trained neural signed distance field to offer a manifold geometry field. This motivates us to offer an SDF-based Gaussian initialization for physically grounded primitive placement and a comprehensive geometric regularization for geometrically consistent rendering and reconstruction. Experiments demonstrate superior reconstruction accuracy and rendering quality across diverse trajectories. To benefit the community, the codes are released at https://github.com/hku-mars/GS-SDF.
Adaptive and Temporally Consistent Gaussian Surfels for Multi-view Dynamic Reconstruction
3D Gaussian Splatting has recently achieved notable success in novel view synthesis for dynamic scenes and geometry reconstruction in static scenes. Building on these advancements, early methods have been developed for dynamic surface reconstruction by globally optimizing entire sequences. However, reconstructing dynamic scenes with significant topology changes, emerging or disappearing objects, and rapid movements remains a substantial challenge, particularly for long sequences. To address these issues, we propose AT-GS, a novel method for reconstructing high-quality dynamic surfaces from multi-view videos through per-frame incremental optimization. To avoid local minima across frames, we introduce a unified and adaptive gradient-aware densification strategy that integrates the strengths of conventional cloning and splitting techniques. Additionally, we reduce temporal jittering in dynamic surfaces by ensuring consistency in curvature maps across consecutive frames. Our method achieves superior accuracy and temporal coherence in dynamic surface reconstruction, delivering high-fidelity space-time novel view synthesis, even in complex and challenging scenes. Extensive experiments on diverse multi-view video datasets demonstrate the effectiveness of our approach, showing clear advantages over baseline methods. Project page: https://fraunhoferhhi.github.io/AT-GS
360$^\circ$ Reconstruction From a Single Image Using Space Carved Outpainting
We introduce POP3D, a novel framework that creates a full 360^circ-view 3D model from a single image. POP3D resolves two prominent issues that limit the single-view reconstruction. Firstly, POP3D offers substantial generalizability to arbitrary categories, a trait that previous methods struggle to achieve. Secondly, POP3D further improves reconstruction fidelity and naturalness, a crucial aspect that concurrent works fall short of. Our approach marries the strengths of four primary components: (1) a monocular depth and normal predictor that serves to predict crucial geometric cues, (2) a space carving method capable of demarcating the potentially unseen portions of the target object, (3) a generative model pre-trained on a large-scale image dataset that can complete unseen regions of the target, and (4) a neural implicit surface reconstruction method tailored in reconstructing objects using RGB images along with monocular geometric cues. The combination of these components enables POP3D to readily generalize across various in-the-wild images and generate state-of-the-art reconstructions, outperforming similar works by a significant margin. Project page: http://cg.postech.ac.kr/research/POP3D
FreBIS: Frequency-Based Stratification for Neural Implicit Surface Representations
Neural implicit surface representation techniques are in high demand for advancing technologies in augmented reality/virtual reality, digital twins, autonomous navigation, and many other fields. With their ability to model object surfaces in a scene as a continuous function, such techniques have made remarkable strides recently, especially over classical 3D surface reconstruction methods, such as those that use voxels or point clouds. However, these methods struggle with scenes that have varied and complex surfaces principally because they model any given scene with a single encoder network that is tasked to capture all of low through high-surface frequency information in the scene simultaneously. In this work, we propose a novel, neural implicit surface representation approach called FreBIS to overcome this challenge. FreBIS works by stratifying the scene based on the frequency of surfaces into multiple frequency levels, with each level (or a group of levels) encoded by a dedicated encoder. Moreover, FreBIS encourages these encoders to capture complementary information by promoting mutual dissimilarity of the encoded features via a novel, redundancy-aware weighting module. Empirical evaluations on the challenging BlendedMVS dataset indicate that replacing the standard encoder in an off-the-shelf neural surface reconstruction method with our frequency-stratified encoders yields significant improvements. These enhancements are evident both in the quality of the reconstructed 3D surfaces and in the fidelity of their renderings from any viewpoint.
DebSDF: Delving into the Details and Bias of Neural Indoor Scene Reconstruction
In recent years, the neural implicit surface has emerged as a powerful representation for multi-view surface reconstruction due to its simplicity and state-of-the-art performance. However, reconstructing smooth and detailed surfaces in indoor scenes from multi-view images presents unique challenges. Indoor scenes typically contain large texture-less regions, making the photometric loss unreliable for optimizing the implicit surface. Previous work utilizes monocular geometry priors to improve the reconstruction in indoor scenes. However, monocular priors often contain substantial errors in thin structure regions due to domain gaps and the inherent inconsistencies when derived independently from different views. This paper presents DebSDF to address these challenges, focusing on the utilization of uncertainty in monocular priors and the bias in SDF-based volume rendering. We propose an uncertainty modeling technique that associates larger uncertainties with larger errors in the monocular priors. High-uncertainty priors are then excluded from optimization to prevent bias. This uncertainty measure also informs an importance-guided ray sampling and adaptive smoothness regularization, enhancing the learning of fine structures. We further introduce a bias-aware signed distance function to density transformation that takes into account the curvature and the angle between the view direction and the SDF normals to reconstruct fine details better. Our approach has been validated through extensive experiments on several challenging datasets, demonstrating improved qualitative and quantitative results in reconstructing thin structures in indoor scenes, thereby outperforming previous work.
PLANA3R: Zero-shot Metric Planar 3D Reconstruction via Feed-Forward Planar Splatting
This paper addresses metric 3D reconstruction of indoor scenes by exploiting their inherent geometric regularities with compact representations. Using planar 3D primitives - a well-suited representation for man-made environments - we introduce PLANA3R, a pose-free framework for metric Planar 3D Reconstruction from unposed two-view images. Our approach employs Vision Transformers to extract a set of sparse planar primitives, estimate relative camera poses, and supervise geometry learning via planar splatting, where gradients are propagated through high-resolution rendered depth and normal maps of primitives. Unlike prior feedforward methods that require 3D plane annotations during training, PLANA3R learns planar 3D structures without explicit plane supervision, enabling scalable training on large-scale stereo datasets using only depth and normal annotations. We validate PLANA3R on multiple indoor-scene datasets with metric supervision and demonstrate strong generalization to out-of-domain indoor environments across diverse tasks under metric evaluation protocols, including 3D surface reconstruction, depth estimation, and relative pose estimation. Furthermore, by formulating with planar 3D representation, our method emerges with the ability for accurate plane segmentation. The project page is available at https://lck666666.github.io/plana3r
LiSu: A Dataset and Method for LiDAR Surface Normal Estimation
While surface normals are widely used to analyse 3D scene geometry, surface normal estimation from LiDAR point clouds remains severely underexplored. This is caused by the lack of large-scale annotated datasets on the one hand, and lack of methods that can robustly handle the sparse and often noisy LiDAR data in a reasonable time on the other hand. We address these limitations using a traffic simulation engine and present LiSu, the first large-scale, synthetic LiDAR point cloud dataset with ground truth surface normal annotations, eliminating the need for tedious manual labeling. Additionally, we propose a novel method that exploits the spatiotemporal characteristics of autonomous driving data to enhance surface normal estimation accuracy. By incorporating two regularization terms, we enforce spatial consistency among neighboring points and temporal smoothness across consecutive LiDAR frames. These regularizers are particularly effective in self-training settings, where they mitigate the impact of noisy pseudo-labels, enabling robust real-world deployment. We demonstrate the effectiveness of our method on LiSu, achieving state-of-the-art performance in LiDAR surface normal estimation. Moreover, we showcase its full potential in addressing the challenging task of synthetic-to-real domain adaptation, leading to improved neural surface reconstruction on real-world data.
A Lightweight UDF Learning Framework for 3D Reconstruction Based on Local Shape Functions
Unsigned distance fields (UDFs) provide a versatile framework for representing a diverse array of 3D shapes, encompassing both watertight and non-watertight geometries. Traditional UDF learning methods typically require extensive training on large 3D shape datasets, which is costly and necessitates re-training for new datasets. This paper presents a novel neural framework, LoSF-UDF, for reconstructing surfaces from 3D point clouds by leveraging local shape functions to learn UDFs. We observe that 3D shapes manifest simple patterns in localized regions, prompting us to develop a training dataset of point cloud patches characterized by mathematical functions that represent a continuum from smooth surfaces to sharp edges and corners. Our approach learns features within a specific radius around each query point and utilizes an attention mechanism to focus on the crucial features for UDF estimation. Despite being highly lightweight, with only 653 KB of trainable parameters and a modest-sized training dataset with 0.5 GB storage, our method enables efficient and robust surface reconstruction from point clouds without requiring for shape-specific training. Furthermore, our method exhibits enhanced resilience to noise and outliers in point clouds compared to existing methods. We conduct comprehensive experiments and comparisons across various datasets, including synthetic and real-scanned point clouds, to validate our method's efficacy. Notably, our lightweight framework offers rapid and reliable initialization for other unsupervised iterative approaches, improving both the efficiency and accuracy of their reconstructions. Our project and code are available at https://jbhu67.github.io/LoSF-UDF.github.io.
Motion2VecSets: 4D Latent Vector Set Diffusion for Non-rigid Shape Reconstruction and Tracking
We introduce Motion2VecSets, a 4D diffusion model for dynamic surface reconstruction from point cloud sequences. While existing state-of-the-art methods have demonstrated success in reconstructing non-rigid objects using neural field representations, conventional feed-forward networks encounter challenges with ambiguous observations from noisy, partial, or sparse point clouds. To address these challenges, we introduce a diffusion model that explicitly learns the shape and motion distribution of non-rigid objects through an iterative denoising process of compressed latent representations. The diffusion-based priors enable more plausible and probabilistic reconstructions when handling ambiguous inputs. We parameterize 4D dynamics with latent sets instead of using global latent codes. This novel 4D representation allows us to learn local shape and deformation patterns, leading to more accurate non-linear motion capture and significantly improving generalizability to unseen motions and identities. For more temporally-coherent object tracking, we synchronously denoise deformation latent sets and exchange information across multiple frames. To avoid computational overhead, we designed an interleaved space and time attention block to alternately aggregate deformation latents along spatial and temporal domains. Extensive comparisons against state-of-the-art methods demonstrate the superiority of our Motion2VecSets in 4D reconstruction from various imperfect observations. More detailed information can be found at https://vveicao.github.io/projects/Motion2VecSets/.
UNISURF: Unifying Neural Implicit Surfaces and Radiance Fields for Multi-View Reconstruction
Neural implicit 3D representations have emerged as a powerful paradigm for reconstructing surfaces from multi-view images and synthesizing novel views. Unfortunately, existing methods such as DVR or IDR require accurate per-pixel object masks as supervision. At the same time, neural radiance fields have revolutionized novel view synthesis. However, NeRF's estimated volume density does not admit accurate surface reconstruction. Our key insight is that implicit surface models and radiance fields can be formulated in a unified way, enabling both surface and volume rendering using the same model. This unified perspective enables novel, more efficient sampling procedures and the ability to reconstruct accurate surfaces without input masks. We compare our method on the DTU, BlendedMVS, and a synthetic indoor dataset. Our experiments demonstrate that we outperform NeRF in terms of reconstruction quality while performing on par with IDR without requiring masks.
2DGS-Room: Seed-Guided 2D Gaussian Splatting with Geometric Constrains for High-Fidelity Indoor Scene Reconstruction
The reconstruction of indoor scenes remains challenging due to the inherent complexity of spatial structures and the prevalence of textureless regions. Recent advancements in 3D Gaussian Splatting have improved novel view synthesis with accelerated processing but have yet to deliver comparable performance in surface reconstruction. In this paper, we introduce 2DGS-Room, a novel method leveraging 2D Gaussian Splatting for high-fidelity indoor scene reconstruction. Specifically, we employ a seed-guided mechanism to control the distribution of 2D Gaussians, with the density of seed points dynamically optimized through adaptive growth and pruning mechanisms. To further improve geometric accuracy, we incorporate monocular depth and normal priors to provide constraints for details and textureless regions respectively. Additionally, multi-view consistency constraints are employed to mitigate artifacts and further enhance reconstruction quality. Extensive experiments on ScanNet and ScanNet++ datasets demonstrate that our method achieves state-of-the-art performance in indoor scene reconstruction.
A Large-Scale Outdoor Multi-modal Dataset and Benchmark for Novel View Synthesis and Implicit Scene Reconstruction
Neural Radiance Fields (NeRF) has achieved impressive results in single object scene reconstruction and novel view synthesis, which have been demonstrated on many single modality and single object focused indoor scene datasets like DTU, BMVS, and NeRF Synthetic.However, the study of NeRF on large-scale outdoor scene reconstruction is still limited, as there is no unified outdoor scene dataset for large-scale NeRF evaluation due to expensive data acquisition and calibration costs. In this paper, we propose a large-scale outdoor multi-modal dataset, OMMO dataset, containing complex land objects and scenes with calibrated images, point clouds and prompt annotations. Meanwhile, a new benchmark for several outdoor NeRF-based tasks is established, such as novel view synthesis, surface reconstruction, and multi-modal NeRF. To create the dataset, we capture and collect a large number of real fly-view videos and select high-quality and high-resolution clips from them. Then we design a quality review module to refine images, remove low-quality frames and fail-to-calibrate scenes through a learning-based automatic evaluation plus manual review. Finally, a number of volunteers are employed to add the text descriptions for each scene and key-frame to meet the potential multi-modal requirements in the future. Compared with existing NeRF datasets, our dataset contains abundant real-world urban and natural scenes with various scales, camera trajectories, and lighting conditions. Experiments show that our dataset can benchmark most state-of-the-art NeRF methods on different tasks. We will release the dataset and model weights very soon.
OmniObject3D: Large-Vocabulary 3D Object Dataset for Realistic Perception, Reconstruction and Generation
Recent advances in modeling 3D objects mostly rely on synthetic datasets due to the lack of large-scale realscanned 3D databases. To facilitate the development of 3D perception, reconstruction, and generation in the real world, we propose OmniObject3D, a large vocabulary 3D object dataset with massive high-quality real-scanned 3D objects. OmniObject3D has several appealing properties: 1) Large Vocabulary: It comprises 6,000 scanned objects in 190 daily categories, sharing common classes with popular 2D datasets (e.g., ImageNet and LVIS), benefiting the pursuit of generalizable 3D representations. 2) Rich Annotations: Each 3D object is captured with both 2D and 3D sensors, providing textured meshes, point clouds, multiview rendered images, and multiple real-captured videos. 3) Realistic Scans: The professional scanners support highquality object scans with precise shapes and realistic appearances. With the vast exploration space offered by OmniObject3D, we carefully set up four evaluation tracks: a) robust 3D perception, b) novel-view synthesis, c) neural surface reconstruction, and d) 3D object generation. Extensive studies are performed on these four benchmarks, revealing new observations, challenges, and opportunities for future research in realistic 3D vision.
MVDD: Multi-View Depth Diffusion Models
Denoising diffusion models have demonstrated outstanding results in 2D image generation, yet it remains a challenge to replicate its success in 3D shape generation. In this paper, we propose leveraging multi-view depth, which represents complex 3D shapes in a 2D data format that is easy to denoise. We pair this representation with a diffusion model, MVDD, that is capable of generating high-quality dense point clouds with 20K+ points with fine-grained details. To enforce 3D consistency in multi-view depth, we introduce an epipolar line segment attention that conditions the denoising step for a view on its neighboring views. Additionally, a depth fusion module is incorporated into diffusion steps to further ensure the alignment of depth maps. When augmented with surface reconstruction, MVDD can also produce high-quality 3D meshes. Furthermore, MVDD stands out in other tasks such as depth completion, and can serve as a 3D prior, significantly boosting many downstream tasks, such as GAN inversion. State-of-the-art results from extensive experiments demonstrate MVDD's excellent ability in 3D shape generation, depth completion, and its potential as a 3D prior for downstream tasks.
GridPull: Towards Scalability in Learning Implicit Representations from 3D Point Clouds
Learning implicit representations has been a widely used solution for surface reconstruction from 3D point clouds. The latest methods infer a distance or occupancy field by overfitting a neural network on a single point cloud. However, these methods suffer from a slow inference due to the slow convergence of neural networks and the extensive calculation of distances to surface points, which limits them to small scale points. To resolve the scalability issue in surface reconstruction, we propose GridPull to improve the efficiency of learning implicit representations from large scale point clouds. Our novelty lies in the fast inference of a discrete distance field defined on grids without using any neural components. To remedy the lack of continuousness brought by neural networks, we introduce a loss function to encourage continuous distances and consistent gradients in the field during pulling queries onto the surface in grids near to the surface. We use uniform grids for a fast grid search to localize sampled queries, and organize surface points in a tree structure to speed up the calculation of distances to the surface. We do not rely on learning priors or normal supervision during optimization, and achieve superiority over the latest methods in terms of complexity and accuracy. We evaluate our method on shape and scene benchmarks, and report numerical and visual comparisons with the latest methods to justify our effectiveness and superiority. The code is available at https://github.com/chenchao15/GridPull.
Stereophotoclinometry Revisited
Image-based surface reconstruction and characterization is crucial for missions to small celestial bodies, as it informs mission planning, navigation, and scientific analysis. However, current state-of-the-practice methods, such as stereophotoclinometry (SPC), rely heavily on human-in-the-loop verification and high-fidelity a priori information. This paper proposes Photoclinometry-from-Motion (PhoMo), a novel framework that incorporates photoclinometry techniques into a keypoint-based structure-from-motion (SfM) system to estimate the surface normal and albedo at detected landmarks to improve autonomous surface and shape characterization of small celestial bodies from in-situ imagery. In contrast to SPC, we forego the expensive maplet estimation step and instead use dense keypoint measurements and correspondences from an autonomous keypoint detection and matching method based on deep learning. Moreover, we develop a factor graph-based approach allowing for simultaneous optimization of the spacecraft's pose, landmark positions, Sun-relative direction, and surface normals and albedos via fusion of Sun vector measurements and image keypoint measurements. The proposed framework is validated on real imagery taken by the Dawn mission to the asteroid 4 Vesta and the minor planet 1 Ceres and compared against an SPC reconstruction, where we demonstrate superior rendering performance compared to an SPC solution and precise alignment to a stereophotogrammetry (SPG) solution without relying on any a priori camera pose and topography information or humans-in-the-loop.
Mirror-NeRF: Learning Neural Radiance Fields for Mirrors with Whitted-Style Ray Tracing
Recently, Neural Radiance Fields (NeRF) has exhibited significant success in novel view synthesis, surface reconstruction, etc. However, since no physical reflection is considered in its rendering pipeline, NeRF mistakes the reflection in the mirror as a separate virtual scene, leading to the inaccurate reconstruction of the mirror and multi-view inconsistent reflections in the mirror. In this paper, we present a novel neural rendering framework, named Mirror-NeRF, which is able to learn accurate geometry and reflection of the mirror and support various scene manipulation applications with mirrors, such as adding new objects or mirrors into the scene and synthesizing the reflections of these new objects in mirrors, controlling mirror roughness, etc. To achieve this goal, we propose a unified radiance field by introducing the reflection probability and tracing rays following the light transport model of Whitted Ray Tracing, and also develop several techniques to facilitate the learning process. Experiments and comparisons on both synthetic and real datasets demonstrate the superiority of our method. The code and supplementary material are available on the project webpage: https://zju3dv.github.io/Mirror-NeRF/.
REArtGS: Reconstructing and Generating Articulated Objects via 3D Gaussian Splatting with Geometric and Motion Constraints
Articulated objects, as prevalent entities in human life, their 3D representations play crucial roles across various applications. However, achieving both high-fidelity textured surface reconstruction and dynamic generation for articulated objects remains challenging for existing methods. In this paper, we present REArtGS, a novel framework that introduces additional geometric and motion constraints to 3D Gaussian primitives, enabling high-quality textured surface reconstruction and generation for articulated objects. Specifically, given multi-view RGB images of arbitrary two states of articulated objects, we first introduce an unbiased Signed Distance Field (SDF) guidance to regularize Gaussian opacity fields, enhancing geometry constraints and improving surface reconstruction quality. Then we establish deformable fields for 3D Gaussians constrained by the kinematic structures of articulated objects, achieving unsupervised generation of surface meshes in unseen states. Extensive experiments on both synthetic and real datasets demonstrate our approach achieves high-quality textured surface reconstruction for given states, and enables high-fidelity surface generation for unseen states. Codes will be released after acceptance and the project website is at https://sites.google.com/view/reartgs/home.
Learning a More Continuous Zero Level Set in Unsigned Distance Fields through Level Set Projection
Latest methods represent shapes with open surfaces using unsigned distance functions (UDFs). They train neural networks to learn UDFs and reconstruct surfaces with the gradients around the zero level set of the UDF. However, the differential networks struggle from learning the zero level set where the UDF is not differentiable, which leads to large errors on unsigned distances and gradients around the zero level set, resulting in highly fragmented and discontinuous surfaces. To resolve this problem, we propose to learn a more continuous zero level set in UDFs with level set projections. Our insight is to guide the learning of zero level set using the rest non-zero level sets via a projection procedure. Our idea is inspired from the observations that the non-zero level sets are much smoother and more continuous than the zero level set. We pull the non-zero level sets onto the zero level set with gradient constraints which align gradients over different level sets and correct unsigned distance errors on the zero level set, leading to a smoother and more continuous unsigned distance field. We conduct comprehensive experiments in surface reconstruction for point clouds, real scans or depth maps, and further explore the performance in unsupervised point cloud upsampling and unsupervised point normal estimation with the learned UDF, which demonstrate our non-trivial improvements over the state-of-the-art methods. Code is available at https://github.com/junshengzhou/LevelSetUDF .
PolyGen: An Autoregressive Generative Model of 3D Meshes
Polygon meshes are an efficient representation of 3D geometry, and are of central importance in computer graphics, robotics and games development. Existing learning-based approaches have avoided the challenges of working with 3D meshes, instead using alternative object representations that are more compatible with neural architectures and training approaches. We present an approach which models the mesh directly, predicting mesh vertices and faces sequentially using a Transformer-based architecture. Our model can condition on a range of inputs, including object classes, voxels, and images, and because the model is probabilistic it can produce samples that capture uncertainty in ambiguous scenarios. We show that the model is capable of producing high-quality, usable meshes, and establish log-likelihood benchmarks for the mesh-modelling task. We also evaluate the conditional models on surface reconstruction metrics against alternative methods, and demonstrate competitive performance despite not training directly on this task.
MSECNet: Accurate and Robust Normal Estimation for 3D Point Clouds by Multi-Scale Edge Conditioning
Estimating surface normals from 3D point clouds is critical for various applications, including surface reconstruction and rendering. While existing methods for normal estimation perform well in regions where normals change slowly, they tend to fail where normals vary rapidly. To address this issue, we propose a novel approach called MSECNet, which improves estimation in normal varying regions by treating normal variation modeling as an edge detection problem. MSECNet consists of a backbone network and a multi-scale edge conditioning (MSEC) stream. The MSEC stream achieves robust edge detection through multi-scale feature fusion and adaptive edge detection. The detected edges are then combined with the output of the backbone network using the edge conditioning module to produce edge-aware representations. Extensive experiments show that MSECNet outperforms existing methods on both synthetic (PCPNet) and real-world (SceneNN) datasets while running significantly faster. We also conduct various analyses to investigate the contribution of each component in the MSEC stream. Finally, we demonstrate the effectiveness of our approach in surface reconstruction.
One-2-3-45: Any Single Image to 3D Mesh in 45 Seconds without Per-Shape Optimization
Single image 3D reconstruction is an important but challenging task that requires extensive knowledge of our natural world. Many existing methods solve this problem by optimizing a neural radiance field under the guidance of 2D diffusion models but suffer from lengthy optimization time, 3D inconsistency results, and poor geometry. In this work, we propose a novel method that takes a single image of any object as input and generates a full 360-degree 3D textured mesh in a single feed-forward pass. Given a single image, we first use a view-conditioned 2D diffusion model, Zero123, to generate multi-view images for the input view, and then aim to lift them up to 3D space. Since traditional reconstruction methods struggle with inconsistent multi-view predictions, we build our 3D reconstruction module upon an SDF-based generalizable neural surface reconstruction method and propose several critical training strategies to enable the reconstruction of 360-degree meshes. Without costly optimizations, our method reconstructs 3D shapes in significantly less time than existing methods. Moreover, our method favors better geometry, generates more 3D consistent results, and adheres more closely to the input image. We evaluate our approach on both synthetic data and in-the-wild images and demonstrate its superiority in terms of both mesh quality and runtime. In addition, our approach can seamlessly support the text-to-3D task by integrating with off-the-shelf text-to-image diffusion models.
Snap-it, Tap-it, Splat-it: Tactile-Informed 3D Gaussian Splatting for Reconstructing Challenging Surfaces
Touch and vision go hand in hand, mutually enhancing our ability to understand the world. From a research perspective, the problem of mixing touch and vision is underexplored and presents interesting challenges. To this end, we propose Tactile-Informed 3DGS, a novel approach that incorporates touch data (local depth maps) with multi-view vision data to achieve surface reconstruction and novel view synthesis. Our method optimises 3D Gaussian primitives to accurately model the object's geometry at points of contact. By creating a framework that decreases the transmittance at touch locations, we achieve a refined surface reconstruction, ensuring a uniformly smooth depth map. Touch is particularly useful when considering non-Lambertian objects (e.g. shiny or reflective surfaces) since contemporary methods tend to fail to reconstruct with fidelity specular highlights. By combining vision and tactile sensing, we achieve more accurate geometry reconstructions with fewer images than prior methods. We conduct evaluation on objects with glossy and reflective surfaces and demonstrate the effectiveness of our approach, offering significant improvements in reconstruction quality.
VQ-NeRF: Vector Quantization Enhances Implicit Neural Representations
Recent advancements in implicit neural representations have contributed to high-fidelity surface reconstruction and photorealistic novel view synthesis. However, the computational complexity inherent in these methodologies presents a substantial impediment, constraining the attainable frame rates and resolutions in practical applications. In response to this predicament, we propose VQ-NeRF, an effective and efficient pipeline for enhancing implicit neural representations via vector quantization. The essence of our method involves reducing the sampling space of NeRF to a lower resolution and subsequently reinstating it to the original size utilizing a pre-trained VAE decoder, thereby effectively mitigating the sampling time bottleneck encountered during rendering. Although the codebook furnishes representative features, reconstructing fine texture details of the scene remains challenging due to high compression rates. To overcome this constraint, we design an innovative multi-scale NeRF sampling scheme that concurrently optimizes the NeRF model at both compressed and original scales to enhance the network's ability to preserve fine details. Furthermore, we incorporate a semantic loss function to improve the geometric fidelity and semantic coherence of our 3D reconstructions. Extensive experiments demonstrate the effectiveness of our model in achieving the optimal trade-off between rendering quality and efficiency. Evaluation on the DTU, BlendMVS, and H3DS datasets confirms the superior performance of our approach.
MedGS: Gaussian Splatting for Multi-Modal 3D Medical Imaging
Multi-modal three-dimensional (3D) medical imaging data, derived from ultrasound, magnetic resonance imaging (MRI), and potentially computed tomography (CT), provide a widely adopted approach for non-invasive anatomical visualization. Accurate modeling, registration, and visualization in this setting depend on surface reconstruction and frame-to-frame interpolation. Traditional methods often face limitations due to image noise and incomplete information between frames. To address these challenges, we present MedGS, a semi-supervised neural implicit surface reconstruction framework that employs a Gaussian Splatting (GS)-based interpolation mechanism. In this framework, medical imaging data are represented as consecutive two-dimensional (2D) frames embedded in 3D space and modeled using Gaussian-based distributions. This representation enables robust frame interpolation and high-fidelity surface reconstruction across imaging modalities. As a result, MedGS offers more efficient training than traditional neural implicit methods. Its explicit GS-based representation enhances noise robustness, allows flexible editing, and supports precise modeling of complex anatomical structures with fewer artifacts. These features make MedGS highly suitable for scalable and practical applications in medical imaging.
LoomNet: Enhancing Multi-View Image Generation via Latent Space Weaving
Generating consistent multi-view images from a single image remains challenging. Lack of spatial consistency often degrades 3D mesh quality in surface reconstruction. To address this, we propose LoomNet, a novel multi-view diffusion architecture that produces coherent images by applying the same diffusion model multiple times in parallel to collaboratively build and leverage a shared latent space for view consistency. Each viewpoint-specific inference generates an encoding representing its own hypothesis of the novel view from a given camera pose, which is projected onto three orthogonal planes. For each plane, encodings from all views are fused into a single aggregated plane. These aggregated planes are then processed to propagate information and interpolate missing regions, combining the hypotheses into a unified, coherent interpretation. The final latent space is then used to render consistent multi-view images. LoomNet generates 16 high-quality and coherent views in just 15 seconds. In our experiments, LoomNet outperforms state-of-the-art methods on both image quality and reconstruction metrics, also showing creativity by producing diverse, plausible novel views from the same input.
Omni-Recon: Harnessing Image-based Rendering for General-Purpose Neural Radiance Fields
Recent breakthroughs in Neural Radiance Fields (NeRFs) have sparked significant demand for their integration into real-world 3D applications. However, the varied functionalities required by different 3D applications often necessitate diverse NeRF models with various pipelines, leading to tedious NeRF training for each target task and cumbersome trial-and-error experiments. Drawing inspiration from the generalization capability and adaptability of emerging foundation models, our work aims to develop one general-purpose NeRF for handling diverse 3D tasks. We achieve this by proposing a framework called Omni-Recon, which is capable of (1) generalizable 3D reconstruction and zero-shot multitask scene understanding, and (2) adaptability to diverse downstream 3D applications such as real-time rendering and scene editing. Our key insight is that an image-based rendering pipeline, with accurate geometry and appearance estimation, can lift 2D image features into their 3D counterparts, thus extending widely explored 2D tasks to the 3D world in a generalizable manner. Specifically, our Omni-Recon features a general-purpose NeRF model using image-based rendering with two decoupled branches: one complex transformer-based branch that progressively fuses geometry and appearance features for accurate geometry estimation, and one lightweight branch for predicting blending weights of source views. This design achieves state-of-the-art (SOTA) generalizable 3D surface reconstruction quality with blending weights reusable across diverse tasks for zero-shot multitask scene understanding. In addition, it can enable real-time rendering after baking the complex geometry branch into meshes, swift adaptation to achieve SOTA generalizable 3D understanding performance, and seamless integration with 2D diffusion models for text-guided 3D editing.
Anti-Aliased Neural Implicit Surfaces with Encoding Level of Detail
We present LoD-NeuS, an efficient neural representation for high-frequency geometry detail recovery and anti-aliased novel view rendering. Drawing inspiration from voxel-based representations with the level of detail (LoD), we introduce a multi-scale tri-plane-based scene representation that is capable of capturing the LoD of the signed distance function (SDF) and the space radiance. Our representation aggregates space features from a multi-convolved featurization within a conical frustum along a ray and optimizes the LoD feature volume through differentiable rendering. Additionally, we propose an error-guided sampling strategy to guide the growth of the SDF during the optimization. Both qualitative and quantitative evaluations demonstrate that our method achieves superior surface reconstruction and photorealistic view synthesis compared to state-of-the-art approaches.
Dynamic Point Fields
Recent years have witnessed significant progress in the field of neural surface reconstruction. While the extensive focus was put on volumetric and implicit approaches, a number of works have shown that explicit graphics primitives such as point clouds can significantly reduce computational complexity, without sacrificing the reconstructed surface quality. However, less emphasis has been put on modeling dynamic surfaces with point primitives. In this work, we present a dynamic point field model that combines the representational benefits of explicit point-based graphics with implicit deformation networks to allow efficient modeling of non-rigid 3D surfaces. Using explicit surface primitives also allows us to easily incorporate well-established constraints such as-isometric-as-possible regularisation. While learning this deformation model is prone to local optima when trained in a fully unsupervised manner, we propose to additionally leverage semantic information such as keypoint dynamics to guide the deformation learning. We demonstrate our model with an example application of creating an expressive animatable human avatar from a collection of 3D scans. Here, previous methods mostly rely on variants of the linear blend skinning paradigm, which fundamentally limits the expressivity of such models when dealing with complex cloth appearances such as long skirts. We show the advantages of our dynamic point field framework in terms of its representational power, learning efficiency, and robustness to out-of-distribution novel poses.
OASim: an Open and Adaptive Simulator based on Neural Rendering for Autonomous Driving
With deep learning and computer vision technology development, autonomous driving provides new solutions to improve traffic safety and efficiency. The importance of building high-quality datasets is self-evident, especially with the rise of end-to-end autonomous driving algorithms in recent years. Data plays a core role in the algorithm closed-loop system. However, collecting real-world data is expensive, time-consuming, and unsafe. With the development of implicit rendering technology and in-depth research on using generative models to produce data at scale, we propose OASim, an open and adaptive simulator and autonomous driving data generator based on implicit neural rendering. It has the following characteristics: (1) High-quality scene reconstruction through neural implicit surface reconstruction technology. (2) Trajectory editing of the ego vehicle and participating vehicles. (3) Rich vehicle model library that can be freely selected and inserted into the scene. (4) Rich sensors model library where you can select specified sensors to generate data. (5) A highly customizable data generation system can generate data according to user needs. We demonstrate the high quality and fidelity of the generated data through perception performance evaluation on the Carla simulator and real-world data acquisition. Code is available at https://github.com/PJLab-ADG/OASim.
MAtCha Gaussians: Atlas of Charts for High-Quality Geometry and Photorealism From Sparse Views
We present a novel appearance model that simultaneously realizes explicit high-quality 3D surface mesh recovery and photorealistic novel view synthesis from sparse view samples. Our key idea is to model the underlying scene geometry Mesh as an Atlas of Charts which we render with 2D Gaussian surfels (MAtCha Gaussians). MAtCha distills high-frequency scene surface details from an off-the-shelf monocular depth estimator and refines it through Gaussian surfel rendering. The Gaussian surfels are attached to the charts on the fly, satisfying photorealism of neural volumetric rendering and crisp geometry of a mesh model, i.e., two seemingly contradicting goals in a single model. At the core of MAtCha lies a novel neural deformation model and a structure loss that preserve the fine surface details distilled from learned monocular depths while addressing their fundamental scale ambiguities. Results of extensive experimental validation demonstrate MAtCha's state-of-the-art quality of surface reconstruction and photorealism on-par with top contenders but with dramatic reduction in the number of input views and computational time. We believe MAtCha will serve as a foundational tool for any visual application in vision, graphics, and robotics that require explicit geometry in addition to photorealism. Our project page is the following: https://anttwo.github.io/matcha/
MExECON: Multi-view Extended Explicit Clothed humans Optimized via Normal integration
This work presents MExECON, a novel pipeline for 3D reconstruction of clothed human avatars from sparse multi-view RGB images. Building on the single-view method ECON, MExECON extends its capabilities to leverage multiple viewpoints, improving geometry and body pose estimation. At the core of the pipeline is the proposed Joint Multi-view Body Optimization (JMBO) algorithm, which fits a single SMPL-X body model jointly across all input views, enforcing multi-view consistency. The optimized body model serves as a low-frequency prior that guides the subsequent surface reconstruction, where geometric details are added via normal map integration. MExECON integrates normal maps from both front and back views to accurately capture fine-grained surface details such as clothing folds and hairstyles. All multi-view gains are achieved without requiring any network re-training. Experimental results show that MExECON consistently improves fidelity over the single-view baseline and achieves competitive performance compared to modern few-shot 3D reconstruction methods.
ObjectSDF++: Improved Object-Compositional Neural Implicit Surfaces
In recent years, neural implicit surface reconstruction has emerged as a popular paradigm for multi-view 3D reconstruction. Unlike traditional multi-view stereo approaches, the neural implicit surface-based methods leverage neural networks to represent 3D scenes as signed distance functions (SDFs). However, they tend to disregard the reconstruction of individual objects within the scene, which limits their performance and practical applications. To address this issue, previous work ObjectSDF introduced a nice framework of object-composition neural implicit surfaces, which utilizes 2D instance masks to supervise individual object SDFs. In this paper, we propose a new framework called ObjectSDF++ to overcome the limitations of ObjectSDF. First, in contrast to ObjectSDF whose performance is primarily restricted by its converted semantic field, the core component of our model is an occlusion-aware object opacity rendering formulation that directly volume-renders object opacity to be supervised with instance masks. Second, we design a novel regularization term for object distinction, which can effectively mitigate the issue that ObjectSDF may result in unexpected reconstruction in invisible regions due to the lack of constraint to prevent collisions. Our extensive experiments demonstrate that our novel framework not only produces superior object reconstruction results but also significantly improves the quality of scene reconstruction. Code and more resources can be found in https://qianyiwu.github.io/objectsdf++
NeRFMeshing: Distilling Neural Radiance Fields into Geometrically-Accurate 3D Meshes
With the introduction of Neural Radiance Fields (NeRFs), novel view synthesis has recently made a big leap forward. At the core, NeRF proposes that each 3D point can emit radiance, allowing to conduct view synthesis using differentiable volumetric rendering. While neural radiance fields can accurately represent 3D scenes for computing the image rendering, 3D meshes are still the main scene representation supported by most computer graphics and simulation pipelines, enabling tasks such as real time rendering and physics-based simulations. Obtaining 3D meshes from neural radiance fields still remains an open challenge since NeRFs are optimized for view synthesis, not enforcing an accurate underlying geometry on the radiance field. We thus propose a novel compact and flexible architecture that enables easy 3D surface reconstruction from any NeRF-driven approach. Upon having trained the radiance field, we distill the volumetric 3D representation into a Signed Surface Approximation Network, allowing easy extraction of the 3D mesh and appearance. Our final 3D mesh is physically accurate and can be rendered in real time on an array of devices.
NU-MCC: Multiview Compressive Coding with Neighborhood Decoder and Repulsive UDF
Remarkable progress has been made in 3D reconstruction from single-view RGB-D inputs. MCC is the current state-of-the-art method in this field, which achieves unprecedented success by combining vision Transformers with large-scale training. However, we identified two key limitations of MCC: 1) The Transformer decoder is inefficient in handling large number of query points; 2) The 3D representation struggles to recover high-fidelity details. In this paper, we propose a new approach called NU-MCC that addresses these limitations. NU-MCC includes two key innovations: a Neighborhood decoder and a Repulsive Unsigned Distance Function (Repulsive UDF). First, our Neighborhood decoder introduces center points as an efficient proxy of input visual features, allowing each query point to only attend to a small neighborhood. This design not only results in much faster inference speed but also enables the exploitation of finer-scale visual features for improved recovery of 3D textures. Second, our Repulsive UDF is a novel alternative to the occupancy field used in MCC, significantly improving the quality of 3D object reconstruction. Compared to standard UDFs that suffer from holes in results, our proposed Repulsive UDF can achieve more complete surface reconstruction. Experimental results demonstrate that NU-MCC is able to learn a strong 3D representation, significantly advancing the state of the art in single-view 3D reconstruction. Particularly, it outperforms MCC by 9.7% in terms of the F1-score on the CO3D-v2 dataset with more than 5x faster running speed.
Principal subbundles for dimension reduction
In this paper we demonstrate how sub-Riemannian geometry can be used for manifold learning and surface reconstruction by combining local linear approximations of a point cloud to obtain lower dimensional bundles. Local approximations obtained by local PCAs are collected into a rank k tangent subbundle on R^d, k<d, which we call a principal subbundle. This determines a sub-Riemannian metric on R^d. We show that sub-Riemannian geodesics with respect to this metric can successfully be applied to a number of important problems, such as: explicit construction of an approximating submanifold M, construction of a representation of the point-cloud in R^k, and computation of distances between observations, taking the learned geometry into account. The reconstruction is guaranteed to equal the true submanifold in the limit case where tangent spaces are estimated exactly. Via simulations, we show that the framework is robust when applied to noisy data. Furthermore, the framework generalizes to observations on an a priori known Riemannian manifold.
Towards Fast and Scalable Normal Integration using Continuous Components
Surface normal integration is a fundamental problem in computer vision, dealing with the objective of reconstructing a surface from its corresponding normal map. Existing approaches require an iterative global optimization to jointly estimate the depth of each pixel, which scales poorly to larger normal maps. In this paper, we address this problem by recasting normal integration as the estimation of relative scales of continuous components. By constraining pixels belonging to the same component to jointly vary their scale, we drastically reduce the number of optimization variables. Our framework includes a heuristic to accurately estimate continuous components from the start, a strategy to rebalance optimization terms, and a technique to iteratively merge components to further reduce the size of the problem. Our method achieves state-of-the-art results on the standard normal integration benchmark in as little as a few seconds and achieves one-order-of-magnitude speedup over pixel-level approaches on large-resolution normal maps.
Learning Signed Distance Functions from Noisy 3D Point Clouds via Noise to Noise Mapping
Learning signed distance functions (SDFs) from 3D point clouds is an important task in 3D computer vision. However, without ground truth signed distances, point normals or clean point clouds, current methods still struggle from learning SDFs from noisy point clouds. To overcome this challenge, we propose to learn SDFs via a noise to noise mapping, which does not require any clean point cloud or ground truth supervision for training. Our novelty lies in the noise to noise mapping which can infer a highly accurate SDF of a single object or scene from its multiple or even single noisy point cloud observations. Our novel learning manner is supported by modern Lidar systems which capture multiple noisy observations per second. We achieve this by a novel loss which enables statistical reasoning on point clouds and maintains geometric consistency although point clouds are irregular, unordered and have no point correspondence among noisy observations. Our evaluation under the widely used benchmarks demonstrates our superiority over the state-of-the-art methods in surface reconstruction, point cloud denoising and upsampling. Our code, data, and pre-trained models are available at https://github.com/mabaorui/Noise2NoiseMapping/
Points2Surf: Learning Implicit Surfaces from Point Cloud Patches
A key step in any scanning-based asset creation workflow is to convert unordered point clouds to a surface. Classical methods (e.g., Poisson reconstruction) start to degrade in the presence of noisy and partial scans. Hence, deep learning based methods have recently been proposed to produce complete surfaces, even from partial scans. However, such data-driven methods struggle to generalize to new shapes with large geometric and topological variations. We present Points2Surf, a novel patch-based learning framework that produces accurate surfaces directly from raw scans without normals. Learning a prior over a combination of detailed local patches and coarse global information improves generalization performance and reconstruction accuracy. Our extensive comparison on both synthetic and real data demonstrates a clear advantage of our method over state-of-the-art alternatives on previously unseen classes (on average, Points2Surf brings down reconstruction error by 30\% over SPR and by 270\%+ over deep learning based SotA methods) at the cost of longer computation times and a slight increase in small-scale topological noise in some cases. Our source code, pre-trained model, and dataset are available on: https://github.com/ErlerPhilipp/points2surf
ECON: Explicit Clothed humans Optimized via Normal integration
The combination of deep learning, artist-curated scans, and Implicit Functions (IF), is enabling the creation of detailed, clothed, 3D humans from images. However, existing methods are far from perfect. IF-based methods recover free-form geometry, but produce disembodied limbs or degenerate shapes for novel poses or clothes. To increase robustness for these cases, existing work uses an explicit parametric body model to constrain surface reconstruction, but this limits the recovery of free-form surfaces such as loose clothing that deviates from the body. What we want is a method that combines the best properties of implicit representation and explicit body regularization. To this end, we make two key observations: (1) current networks are better at inferring detailed 2D maps than full-3D surfaces, and (2) a parametric model can be seen as a "canvas" for stitching together detailed surface patches. Based on these, our method, ECON, has three main steps: (1) It infers detailed 2D normal maps for the front and back side of a clothed person. (2) From these, it recovers 2.5D front and back surfaces, called d-BiNI, that are equally detailed, yet incomplete, and registers these w.r.t. each other with the help of a SMPL-X body mesh recovered from the image. (3) It "inpaints" the missing geometry between d-BiNI surfaces. If the face and hands are noisy, they can optionally be replaced with the ones of SMPL-X. As a result, ECON infers high-fidelity 3D humans even in loose clothes and challenging poses. This goes beyond previous methods, according to the quantitative evaluation on the CAPE and Renderpeople datasets. Perceptual studies also show that ECON's perceived realism is better by a large margin. Code and models are available for research purposes at econ.is.tue.mpg.de
NeAT: Learning Neural Implicit Surfaces with Arbitrary Topologies from Multi-view Images
Recent progress in neural implicit functions has set new state-of-the-art in reconstructing high-fidelity 3D shapes from a collection of images. However, these approaches are limited to closed surfaces as they require the surface to be represented by a signed distance field. In this paper, we propose NeAT, a new neural rendering framework that can learn implicit surfaces with arbitrary topologies from multi-view images. In particular, NeAT represents the 3D surface as a level set of a signed distance function (SDF) with a validity branch for estimating the surface existence probability at the query positions. We also develop a novel neural volume rendering method, which uses SDF and validity to calculate the volume opacity and avoids rendering points with low validity. NeAT supports easy field-to-mesh conversion using the classic Marching Cubes algorithm. Extensive experiments on DTU, MGN, and Deep Fashion 3D datasets indicate that our approach is able to faithfully reconstruct both watertight and non-watertight surfaces. In particular, NeAT significantly outperforms the state-of-the-art methods in the task of open surface reconstruction both quantitatively and qualitatively.
CaPa: Carve-n-Paint Synthesis for Efficient 4K Textured Mesh Generation
The synthesis of high-quality 3D assets from textual or visual inputs has become a central objective in modern generative modeling. Despite the proliferation of 3D generation algorithms, they frequently grapple with challenges such as multi-view inconsistency, slow generation times, low fidelity, and surface reconstruction problems. While some studies have addressed some of these issues, a comprehensive solution remains elusive. In this paper, we introduce CaPa, a carve-and-paint framework that generates high-fidelity 3D assets efficiently. CaPa employs a two-stage process, decoupling geometry generation from texture synthesis. Initially, a 3D latent diffusion model generates geometry guided by multi-view inputs, ensuring structural consistency across perspectives. Subsequently, leveraging a novel, model-agnostic Spatially Decoupled Attention, the framework synthesizes high-resolution textures (up to 4K) for a given geometry. Furthermore, we propose a 3D-aware occlusion inpainting algorithm that fills untextured regions, resulting in cohesive results across the entire model. This pipeline generates high-quality 3D assets in less than 30 seconds, providing ready-to-use outputs for commercial applications. Experimental results demonstrate that CaPa excels in both texture fidelity and geometric stability, establishing a new standard for practical, scalable 3D asset generation.
StableNormal: Reducing Diffusion Variance for Stable and Sharp Normal
This work addresses the challenge of high-quality surface normal estimation from monocular colored inputs (i.e., images and videos), a field which has recently been revolutionized by repurposing diffusion priors. However, previous attempts still struggle with stochastic inference, conflicting with the deterministic nature of the Image2Normal task, and costly ensembling step, which slows down the estimation process. Our method, StableNormal, mitigates the stochasticity of the diffusion process by reducing inference variance, thus producing "Stable-and-Sharp" normal estimates without any additional ensembling process. StableNormal works robustly under challenging imaging conditions, such as extreme lighting, blurring, and low quality. It is also robust against transparent and reflective surfaces, as well as cluttered scenes with numerous objects. Specifically, StableNormal employs a coarse-to-fine strategy, which starts with a one-step normal estimator (YOSO) to derive an initial normal guess, that is relatively coarse but reliable, then followed by a semantic-guided refinement process (SG-DRN) that refines the normals to recover geometric details. The effectiveness of StableNormal is demonstrated through competitive performance in standard datasets such as DIODE-indoor, iBims, ScannetV2 and NYUv2, and also in various downstream tasks, such as surface reconstruction and normal enhancement. These results evidence that StableNormal retains both the "stability" and "sharpness" for accurate normal estimation. StableNormal represents a baby attempt to repurpose diffusion priors for deterministic estimation. To democratize this, code and models have been publicly available in hf.co/Stable-X
FastGS: Training 3D Gaussian Splatting in 100 Seconds
The dominant 3D Gaussian splatting (3DGS) acceleration methods fail to properly regulate the number of Gaussians during training, causing redundant computational time overhead. In this paper, we propose FastGS, a novel, simple, and general acceleration framework that fully considers the importance of each Gaussian based on multi-view consistency, efficiently solving the trade-off between training time and rendering quality. We innovatively design a densification and pruning strategy based on multi-view consistency, dispensing with the budgeting mechanism. Extensive experiments on Mip-NeRF 360, Tanks & Temples, and Deep Blending datasets demonstrate that our method significantly outperforms the state-of-the-art methods in training speed, achieving a 3.32times training acceleration and comparable rendering quality compared with DashGaussian on the Mip-NeRF 360 dataset and a 15.45times acceleration compared with vanilla 3DGS on the Deep Blending dataset. We demonstrate that FastGS exhibits strong generality, delivering 2-7times training acceleration across various tasks, including dynamic scene reconstruction, surface reconstruction, sparse-view reconstruction, large-scale reconstruction, and simultaneous localization and mapping. The project page is available at https://fastgs.github.io/
Learning a Room with the Occ-SDF Hybrid: Signed Distance Function Mingled with Occupancy Aids Scene Representation
Implicit neural rendering, which uses signed distance function (SDF) representation with geometric priors (such as depth or surface normal), has led to impressive progress in the surface reconstruction of large-scale scenes. However, applying this method to reconstruct a room-level scene from images may miss structures in low-intensity areas or small and thin objects. We conducted experiments on three datasets to identify limitations of the original color rendering loss and priors-embedded SDF scene representation. We found that the color rendering loss results in optimization bias against low-intensity areas, causing gradient vanishing and leaving these areas unoptimized. To address this issue, we propose a feature-based color rendering loss that utilizes non-zero feature values to bring back optimization signals. Additionally, the SDF representation can be influenced by objects along a ray path, disrupting the monotonic change of SDF values when a single object is present. To counteract this, we explore using the occupancy representation, which encodes each point separately and is unaffected by objects along a querying ray. Our experimental results demonstrate that the joint forces of the feature-based rendering loss and Occ-SDF hybrid representation scheme can provide high-quality reconstruction results, especially in challenging room-level scenarios. The code would be released.
LidarScout: Direct Out-of-Core Rendering of Massive Point Clouds
Large-scale terrain scans are the basis for many important tasks, such as topographic mapping, forestry, agriculture, and infrastructure planning. The resulting point cloud data sets are so massive in size that even basic tasks like viewing take hours to days of pre-processing in order to create level-of-detail structures that allow inspecting the data set in their entirety in real time. In this paper, we propose a method that is capable of instantly visualizing massive country-sized scans with hundreds of billions of points. Upon opening the data set, we first load a sparse subsample of points and initialize an overview of the entire point cloud, immediately followed by a surface reconstruction process to generate higher-quality, hole-free heightmaps. As users start navigating towards a region of interest, we continue to prioritize the heightmap construction process to the user's viewpoint. Once a user zooms in closely, we load the full-resolution point cloud data for that region and update the corresponding height map textures with the full-resolution data. As users navigate elsewhere, full-resolution point data that is no longer needed is unloaded, but the updated heightmap textures are retained as a form of medium level of detail. Overall, our method constitutes a form of direct out-of-core rendering for massive point cloud data sets (terabytes, compressed) that requires no preprocessing and no additional disk space. Source code, executable, pre-trained model, and dataset are available at: https://github.com/cg-tuwien/lidarscout
Perspective from a Higher Dimension: Can 3D Geometric Priors Help Visual Floorplan Localization?
Since a building's floorplans are easily accessible, consistent over time, and inherently robust to changes in visual appearance, self-localization within the floorplan has attracted researchers' interest. However, since floorplans are minimalist representations of a building's structure, modal and geometric differences between visual perceptions and floorplans pose challenges to this task. While existing methods cleverly utilize 2D geometric features and pose filters to achieve promising performance, they fail to address the localization errors caused by frequent visual changes and view occlusions due to variously shaped 3D objects. To tackle these issues, this paper views the 2D Floorplan Localization (FLoc) problem from a higher dimension by injecting 3D geometric priors into the visual FLoc algorithm. For the 3D geometric prior modeling, we first model geometrically aware view invariance using multi-view constraints, i.e., leveraging imaging geometric principles to provide matching constraints between multiple images that see the same points. Then, we further model the view-scene aligned geometric priors, enhancing the cross-modal geometry-color correspondences by associating the scene's surface reconstruction with the RGB frames of the sequence. Both 3D priors are modeled through self-supervised contrastive learning, thus no additional geometric or semantic annotations are required. These 3D priors summarized in extensive realistic scenes bridge the modal gap while improving localization success without increasing the computational burden on the FLoc algorithm. Sufficient comparative studies demonstrate that our method significantly outperforms state-of-the-art methods and substantially boosts the FLoc accuracy. All data and code will be released after the anonymous review.
AttentionGS: Towards Initialization-Free 3D Gaussian Splatting via Structural Attention
3D Gaussian Splatting (3DGS) is a powerful alternative to Neural Radiance Fields (NeRF), excelling in complex scene reconstruction and efficient rendering. However, it relies on high-quality point clouds from Structure-from-Motion (SfM), limiting its applicability. SfM also fails in texture-deficient or constrained-view scenarios, causing severe degradation in 3DGS reconstruction. To address this limitation, we propose AttentionGS, a novel framework that eliminates the dependency on high-quality initial point clouds by leveraging structural attention for direct 3D reconstruction from randomly initialization. In the early training stage, we introduce geometric attention to rapidly recover the global scene structure. As training progresses, we incorporate texture attention to refine fine-grained details and enhance rendering quality. Furthermore, we employ opacity-weighted gradients to guide Gaussian densification, leading to improved surface reconstruction. Extensive experiments on multiple benchmark datasets demonstrate that AttentionGS significantly outperforms state-of-the-art methods, particularly in scenarios where point cloud initialization is unreliable. Our approach paves the way for more robust and flexible 3D Gaussian Splatting in real-world applications.
VI3NR: Variance Informed Initialization for Implicit Neural Representations
Implicit Neural Representations (INRs) are a versatile and powerful tool for encoding various forms of data, including images, videos, sound, and 3D shapes. A critical factor in the success of INRs is the initialization of the network, which can significantly impact the convergence and accuracy of the learned model. Unfortunately, commonly used neural network initializations are not widely applicable for many activation functions, especially those used by INRs. In this paper, we improve upon previous initialization methods by deriving an initialization that has stable variance across layers, and applies to any activation function. We show that this generalizes many previous initialization methods, and has even better stability for well studied activations. We also show that our initialization leads to improved results with INR activation functions in multiple signal modalities. Our approach is particularly effective for Gaussian INRs, where we demonstrate that the theory of our initialization matches with task performance in multiple experiments, allowing us to achieve improvements in image, audio, and 3D surface reconstruction.
The Imaging Database for Epilepsy And Surgery (IDEAS)
Magnetic resonance imaging (MRI) is a crucial tool to identify brain abnormalities in a wide range of neurological disorders. In focal epilepsy MRI is used to identify structural cerebral abnormalities. For covert lesions, machine learning and artificial intelligence algorithms may improve lesion detection if abnormalities are not evident on visual inspection. The success of this approach depends on the volume and quality of training data. Herein, we release an open-source dataset of preprocessed MRI scans from 442 individuals with drug-refractory focal epilepsy who had neurosurgical resections, and detailed demographic information. The MRI scan data includes the preoperative 3D T1 and where available 3D FLAIR, as well as a manually inspected complete surface reconstruction and volumetric parcellations. Demographic information includes age, sex, age of onset of epilepsy, location of surgery, histopathology of resected specimen, occurrence and frequency of focal seizures with and without impairment of awareness, focal to bilateral tonic-clonic seizures, number of anti-seizure medications (ASMs) at time of surgery, and a total of 1764 patient years of post-surgical follow up. Crucially, we also include resection masks delineated from post-surgical imaging. To demonstrate the veracity of our data, we successfully replicated previous studies showing long-term outcomes of seizure freedom in the range of around 50%. Our imaging data replicates findings of group level atrophy in patients compared to controls. Resection locations in the cohort were predominantly in the temporal and frontal lobes. We envisage our dataset, shared openly with the community, will catalyse the development and application of computational methods in clinical neurology.
EndoDAC: Efficient Adapting Foundation Model for Self-Supervised Depth Estimation from Any Endoscopic Camera
Depth estimation plays a crucial role in various tasks within endoscopic surgery, including navigation, surface reconstruction, and augmented reality visualization. Despite the significant achievements of foundation models in vision tasks, including depth estimation, their direct application to the medical domain often results in suboptimal performance. This highlights the need for efficient adaptation methods to adapt these models to endoscopic depth estimation. We propose Endoscopic Depth Any Camera (EndoDAC) which is an efficient self-supervised depth estimation framework that adapts foundation models to endoscopic scenes. Specifically, we develop the Dynamic Vector-Based Low-Rank Adaptation (DV-LoRA) and employ Convolutional Neck blocks to tailor the foundational model to the surgical domain, utilizing remarkably few trainable parameters. Given that camera information is not always accessible, we also introduce a self-supervised adaptation strategy that estimates camera intrinsics using the pose encoder. Our framework is capable of being trained solely on monocular surgical videos from any camera, ensuring minimal training costs. Experiments demonstrate that our approach obtains superior performance even with fewer training epochs and unaware of the ground truth camera intrinsics. Code is available at https://github.com/BeileiCui/EndoDAC.
REC-MV: REconstructing 3D Dynamic Cloth from Monocular Videos
Reconstructing dynamic 3D garment surfaces with open boundaries from monocular videos is an important problem as it provides a practical and low-cost solution for clothes digitization. Recent neural rendering methods achieve high-quality dynamic clothed human reconstruction results from monocular video, but these methods cannot separate the garment surface from the body. Moreover, despite existing garment reconstruction methods based on feature curve representation demonstrating impressive results for garment reconstruction from a single image, they struggle to generate temporally consistent surfaces for the video input. To address the above limitations, in this paper, we formulate this task as an optimization problem of 3D garment feature curves and surface reconstruction from monocular video. We introduce a novel approach, called REC-MV, to jointly optimize the explicit feature curves and the implicit signed distance field (SDF) of the garments. Then the open garment meshes can be extracted via garment template registration in the canonical space. Experiments on multiple casually captured datasets show that our approach outperforms existing methods and can produce high-quality dynamic garment surfaces. The source code is available at https://github.com/GAP-LAB-CUHK-SZ/REC-MV.
Habitat-Matterport 3D Dataset (HM3D): 1000 Large-scale 3D Environments for Embodied AI
We present the Habitat-Matterport 3D (HM3D) dataset. HM3D is a large-scale dataset of 1,000 building-scale 3D reconstructions from a diverse set of real-world locations. Each scene in the dataset consists of a textured 3D mesh reconstruction of interiors such as multi-floor residences, stores, and other private indoor spaces. HM3D surpasses existing datasets available for academic research in terms of physical scale, completeness of the reconstruction, and visual fidelity. HM3D contains 112.5k m^2 of navigable space, which is 1.4 - 3.7x larger than other building-scale datasets such as MP3D and Gibson. When compared to existing photorealistic 3D datasets such as Replica, MP3D, Gibson, and ScanNet, images rendered from HM3D have 20 - 85% higher visual fidelity w.r.t. counterpart images captured with real cameras, and HM3D meshes have 34 - 91% fewer artifacts due to incomplete surface reconstruction. The increased scale, fidelity, and diversity of HM3D directly impacts the performance of embodied AI agents trained using it. In fact, we find that HM3D is `pareto optimal' in the following sense -- agents trained to perform PointGoal navigation on HM3D achieve the highest performance regardless of whether they are evaluated on HM3D, Gibson, or MP3D. No similar claim can be made about training on other datasets. HM3D-trained PointNav agents achieve 100% performance on Gibson-test dataset, suggesting that it might be time to retire that episode dataset.
Convolutional Neural Networks on non-uniform geometrical signals using Euclidean spectral transformation
Convolutional Neural Networks (CNN) have been successful in processing data signals that are uniformly sampled in the spatial domain (e.g., images). However, most data signals do not natively exist on a grid, and in the process of being sampled onto a uniform physical grid suffer significant aliasing error and information loss. Moreover, signals can exist in different topological structures as, for example, points, lines, surfaces and volumes. It has been challenging to analyze signals with mixed topologies (for example, point cloud with surface mesh). To this end, we develop mathematical formulations for Non-Uniform Fourier Transforms (NUFT) to directly, and optimally, sample nonuniform data signals of different topologies defined on a simplex mesh into the spectral domain with no spatial sampling error. The spectral transform is performed in the Euclidean space, which removes the translation ambiguity from works on the graph spectrum. Our representation has four distinct advantages: (1) the process causes no spatial sampling error during the initial sampling, (2) the generality of this approach provides a unified framework for using CNNs to analyze signals of mixed topologies, (3) it allows us to leverage state-of-the-art backbone CNN architectures for effective learning without having to design a particular architecture for a particular data structure in an ad-hoc fashion, and (4) the representation allows weighted meshes where each element has a different weight (i.e., texture) indicating local properties. We achieve results on par with the state-of-the-art for the 3D shape retrieval task, and a new state-of-the-art for the point cloud to surface reconstruction task.
S3IM: Stochastic Structural SIMilarity and Its Unreasonable Effectiveness for Neural Fields
Recently, Neural Radiance Field (NeRF) has shown great success in rendering novel-view images of a given scene by learning an implicit representation with only posed RGB images. NeRF and relevant neural field methods (e.g., neural surface representation) typically optimize a point-wise loss and make point-wise predictions, where one data point corresponds to one pixel. Unfortunately, this line of research failed to use the collective supervision of distant pixels, although it is known that pixels in an image or scene can provide rich structural information. To the best of our knowledge, we are the first to design a nonlocal multiplex training paradigm for NeRF and relevant neural field methods via a novel Stochastic Structural SIMilarity (S3IM) loss that processes multiple data points as a whole set instead of process multiple inputs independently. Our extensive experiments demonstrate the unreasonable effectiveness of S3IM in improving NeRF and neural surface representation for nearly free. The improvements of quality metrics can be particularly significant for those relatively difficult tasks: e.g., the test MSE loss unexpectedly drops by more than 90% for TensoRF and DVGO over eight novel view synthesis tasks; a 198% F-score gain and a 64% Chamfer L_{1} distance reduction for NeuS over eight surface reconstruction tasks. Moreover, S3IM is consistently robust even with sparse inputs, corrupted images, and dynamic scenes.
RayDF: Neural Ray-surface Distance Fields with Multi-view Consistency
In this paper, we study the problem of continuous 3D shape representations. The majority of existing successful methods are coordinate-based implicit neural representations. However, they are inefficient to render novel views or recover explicit surface points. A few works start to formulate 3D shapes as ray-based neural functions, but the learned structures are inferior due to the lack of multi-view geometry consistency. To tackle these challenges, we propose a new framework called RayDF. It consists of three major components: 1) the simple ray-surface distance field, 2) the novel dual-ray visibility classifier, and 3) a multi-view consistency optimization module to drive the learned ray-surface distances to be multi-view geometry consistent. We extensively evaluate our method on three public datasets, demonstrating remarkable performance in 3D surface point reconstruction on both synthetic and challenging real-world 3D scenes, clearly surpassing existing coordinate-based and ray-based baselines. Most notably, our method achieves a 1000x faster speed than coordinate-based methods to render an 800x800 depth image, showing the superiority of our method for 3D shape representation. Our code and data are available at https://github.com/vLAR-group/RayDF
A Multilinear Tongue Model Derived from Speech Related MRI Data of the Human Vocal Tract
We present a multilinear statistical model of the human tongue that captures anatomical and tongue pose related shape variations separately. The model is derived from 3D magnetic resonance imaging data of 11 speakers sustaining speech related vocal tract configurations. The extraction is performed by using a minimally supervised method that uses as basis an image segmentation approach and a template fitting technique. Furthermore, it uses image denoising to deal with possibly corrupt data, palate surface information reconstruction to handle palatal tongue contacts, and a bootstrap strategy to refine the obtained shapes. Our evaluation concludes that limiting the degrees of freedom for the anatomical and speech related variations to 5 and 4, respectively, produces a model that can reliably register unknown data while avoiding overfitting effects. Furthermore, we show that it can be used to generate a plausible tongue animation by tracking sparse motion capture data.
Sparfels: Fast Reconstruction from Sparse Unposed Imagery
We present a method for Sparse view reconstruction with surface element splatting that runs within 3 minutes on a consumer grade GPU. While few methods address sparse radiance field learning from noisy or unposed sparse cameras, shape recovery remains relatively underexplored in this setting. Several radiance and shape learning test-time optimization methods address the sparse posed setting by learning data priors or using combinations of external monocular geometry priors. Differently, we propose an efficient and simple pipeline harnessing a single recent 3D foundation model. We leverage its various task heads, notably point maps and camera initializations to instantiate a bundle adjusting 2D Gaussian Splatting (2DGS) model, and image correspondences to guide camera optimization midst 2DGS training. Key to our contribution is a novel formulation of splatted color variance along rays, which can be computed efficiently. Reducing this moment in training leads to more accurate shape reconstructions. We demonstrate state-of-the-art performances in the sparse uncalibrated setting in reconstruction and novel view benchmarks based on established multi-view datasets.
