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SubscribePerspective 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.
Coordinate Quantized Neural Implicit Representations for Multi-view Reconstruction
In recent years, huge progress has been made on learning neural implicit representations from multi-view images for 3D reconstruction. As an additional input complementing coordinates, using sinusoidal functions as positional encodings plays a key role in revealing high frequency details with coordinate-based neural networks. However, high frequency positional encodings make the optimization unstable, which results in noisy reconstructions and artifacts in empty space. To resolve this issue in a general sense, we introduce to learn neural implicit representations with quantized coordinates, which reduces the uncertainty and ambiguity in the field during optimization. Instead of continuous coordinates, we discretize continuous coordinates into discrete coordinates using nearest interpolation among quantized coordinates which are obtained by discretizing the field in an extremely high resolution. We use discrete coordinates and their positional encodings to learn implicit functions through volume rendering. This significantly reduces the variations in the sample space, and triggers more multi-view consistency constraints on intersections of rays from different views, which enables to infer implicit function in a more effective way. Our quantized coordinates do not bring any computational burden, and can seamlessly work upon the latest methods. Our evaluations under the widely used benchmarks show our superiority over the state-of-the-art. Our code is available at https://github.com/MachinePerceptionLab/CQ-NIR.
VistaDream: Sampling multiview consistent images for single-view scene reconstruction
In this paper, we propose VistaDream a novel framework to reconstruct a 3D scene from a single-view image. Recent diffusion models enable generating high-quality novel-view images from a single-view input image. Most existing methods only concentrate on building the consistency between the input image and the generated images while losing the consistency between the generated images. VistaDream addresses this problem by a two-stage pipeline. In the first stage, VistaDream begins with building a global coarse 3D scaffold by zooming out a little step with inpainted boundaries and an estimated depth map. Then, on this global scaffold, we use iterative diffusion-based RGB-D inpainting to generate novel-view images to inpaint the holes of the scaffold. In the second stage, we further enhance the consistency between the generated novel-view images by a novel training-free Multiview Consistency Sampling (MCS) that introduces multi-view consistency constraints in the reverse sampling process of diffusion models. Experimental results demonstrate that without training or fine-tuning existing diffusion models, VistaDream achieves consistent and high-quality novel view synthesis using just single-view images and outperforms baseline methods by a large margin. The code, videos, and interactive demos are available at https://vistadream-project-page.github.io/.
C4D: 4D Made from 3D through Dual Correspondences
Recovering 4D from monocular video, which jointly estimates dynamic geometry and camera poses, is an inevitably challenging problem. While recent pointmap-based 3D reconstruction methods (e.g., DUSt3R) have made great progress in reconstructing static scenes, directly applying them to dynamic scenes leads to inaccurate results. This discrepancy arises because moving objects violate multi-view geometric constraints, disrupting the reconstruction. To address this, we introduce C4D, a framework that leverages temporal Correspondences to extend existing 3D reconstruction formulation to 4D. Specifically, apart from predicting pointmaps, C4D captures two types of correspondences: short-term optical flow and long-term point tracking. We train a dynamic-aware point tracker that provides additional mobility information, facilitating the estimation of motion masks to separate moving elements from the static background, thus offering more reliable guidance for dynamic scenes. Furthermore, we introduce a set of dynamic scene optimization objectives to recover per-frame 3D geometry and camera parameters. Simultaneously, the correspondences lift 2D trajectories into smooth 3D trajectories, enabling fully integrated 4D reconstruction. Experiments show that our framework achieves complete 4D recovery and demonstrates strong performance across multiple downstream tasks, including depth estimation, camera pose estimation, and point tracking. Project Page: https://littlepure2333.github.io/C4D
FusionDepth: Complement Self-Supervised Monocular Depth Estimation with Cost Volume
Multi-view stereo depth estimation based on cost volume usually works better than self-supervised monocular depth estimation except for moving objects and low-textured surfaces. So in this paper, we propose a multi-frame depth estimation framework which monocular depth can be refined continuously by multi-frame sequential constraints, leveraging a Bayesian fusion layer within several iterations. Both monocular and multi-view networks can be trained with no depth supervision. Our method also enhances the interpretability when combining monocular estimation with multi-view cost volume. Detailed experiments show that our method surpasses state-of-the-art unsupervised methods utilizing single or multiple frames at test time on KITTI benchmark.
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.
En3D: An Enhanced Generative Model for Sculpting 3D Humans from 2D Synthetic Data
We present En3D, an enhanced generative scheme for sculpting high-quality 3D human avatars. Unlike previous works that rely on scarce 3D datasets or limited 2D collections with imbalanced viewing angles and imprecise pose priors, our approach aims to develop a zero-shot 3D generative scheme capable of producing visually realistic, geometrically accurate and content-wise diverse 3D humans without relying on pre-existing 3D or 2D assets. To address this challenge, we introduce a meticulously crafted workflow that implements accurate physical modeling to learn the enhanced 3D generative model from synthetic 2D data. During inference, we integrate optimization modules to bridge the gap between realistic appearances and coarse 3D shapes. Specifically, En3D comprises three modules: a 3D generator that accurately models generalizable 3D humans with realistic appearance from synthesized balanced, diverse, and structured human images; a geometry sculptor that enhances shape quality using multi-view normal constraints for intricate human anatomy; and a texturing module that disentangles explicit texture maps with fidelity and editability, leveraging semantical UV partitioning and a differentiable rasterizer. Experimental results show that our approach significantly outperforms prior works in terms of image quality, geometry accuracy and content diversity. We also showcase the applicability of our generated avatars for animation and editing, as well as the scalability of our approach for content-style free adaptation.
GANeRF: Leveraging Discriminators to Optimize Neural Radiance Fields
Neural Radiance Fields (NeRF) have shown impressive novel view synthesis results; nonetheless, even thorough recordings yield imperfections in reconstructions, for instance due to poorly observed areas or minor lighting changes. Our goal is to mitigate these imperfections from various sources with a joint solution: we take advantage of the ability of generative adversarial networks (GANs) to produce realistic images and use them to enhance realism in 3D scene reconstruction with NeRFs. To this end, we learn the patch distribution of a scene using an adversarial discriminator, which provides feedback to the radiance field reconstruction, thus improving realism in a 3D-consistent fashion. Thereby, rendering artifacts are repaired directly in the underlying 3D representation by imposing multi-view path rendering constraints. In addition, we condition a generator with multi-resolution NeRF renderings which is adversarially trained to further improve rendering quality. We demonstrate that our approach significantly improves rendering quality, e.g., nearly halving LPIPS scores compared to Nerfacto while at the same time improving PSNR by 1.4dB on the advanced indoor scenes of Tanks and Temples.
End2End Multi-View Feature Matching with Differentiable Pose Optimization
Erroneous feature matches have severe impact on subsequent camera pose estimation and often require additional, time-costly measures, like RANSAC, for outlier rejection. Our method tackles this challenge by addressing feature matching and pose optimization jointly. To this end, we propose a graph attention network to predict image correspondences along with confidence weights. The resulting matches serve as weighted constraints in a differentiable pose estimation. Training feature matching with gradients from pose optimization naturally learns to down-weight outliers and boosts pose estimation on image pairs compared to SuperGlue by 6.7% on ScanNet. At the same time, it reduces the pose estimation time by over 50% and renders RANSAC iterations unnecessary. Moreover, we integrate information from multiple views by spanning the graph across multiple frames to predict the matches all at once. Multi-view matching combined with end-to-end training improves the pose estimation metrics on Matterport3D by 18.5% compared to SuperGlue.
Multi-view Video-Pose Pretraining for Operating Room Surgical Activity Recognition
Understanding the workflow of surgical procedures in complex operating rooms requires a deep understanding of the interactions between clinicians and their environment. Surgical activity recognition (SAR) is a key computer vision task that detects activities or phases from multi-view camera recordings. Existing SAR models often fail to account for fine-grained clinician movements and multi-view knowledge, or they require calibrated multi-view camera setups and advanced point-cloud processing to obtain better results. In this work, we propose a novel calibration-free multi-view multi-modal pretraining framework called Multiview Pretraining for Video-Pose Surgical Activity Recognition PreViPS, which aligns 2D pose and vision embeddings across camera views. Our model follows CLIP-style dual-encoder architecture: one encoder processes visual features, while the other encodes human pose embeddings. To handle the continuous 2D human pose coordinates, we introduce a tokenized discrete representation to convert the continuous 2D pose coordinates into discrete pose embeddings, thereby enabling efficient integration within the dual-encoder framework. To bridge the gap between these two modalities, we propose several pretraining objectives using cross- and in-modality geometric constraints within the embedding space and incorporating masked pose token prediction strategy to enhance representation learning. Extensive experiments and ablation studies demonstrate improvements over the strong baselines, while data-efficiency experiments on two distinct operating room datasets further highlight the effectiveness of our approach. We highlight the benefits of our approach for surgical activity recognition in both multi-view and single-view settings, showcasing its practical applicability in complex surgical environments. Code will be made available at: https://github.com/CAMMA-public/PreViPS.
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.
S-VolSDF: Sparse Multi-View Stereo Regularization of Neural Implicit Surfaces
Neural rendering of implicit surfaces performs well in 3D vision applications. However, it requires dense input views as supervision. When only sparse input images are available, output quality drops significantly due to the shape-radiance ambiguity problem. We note that this ambiguity can be constrained when a 3D point is visible in multiple views, as is the case in multi-view stereo (MVS). We thus propose to regularize neural rendering optimization with an MVS solution. The use of an MVS probability volume and a generalized cross entropy loss leads to a noise-tolerant optimization process. In addition, neural rendering provides global consistency constraints that guide the MVS depth hypothesis sampling and thus improves MVS performance. Given only three sparse input views, experiments show that our method not only outperforms generic neural rendering models by a large margin but also significantly increases the reconstruction quality of MVS models. Project page: https://hao-yu-wu.github.io/s-volsdf/.
EpiDiff: Enhancing Multi-View Synthesis via Localized Epipolar-Constrained Diffusion
Generating multiview images from a single view facilitates the rapid generation of a 3D mesh conditioned on a single image. Recent methods that introduce 3D global representation into diffusion models have shown the potential to generate consistent multiviews, but they have reduced generation speed and face challenges in maintaining generalizability and quality. To address this issue, we propose EpiDiff, a localized interactive multiview diffusion model. At the core of the proposed approach is to insert a lightweight epipolar attention block into the frozen diffusion model, leveraging epipolar constraints to enable cross-view interaction among feature maps of neighboring views. The newly initialized 3D modeling module preserves the original feature distribution of the diffusion model, exhibiting compatibility with a variety of base diffusion models. Experiments show that EpiDiff generates 16 multiview images in just 12 seconds, and it surpasses previous methods in quality evaluation metrics, including PSNR, SSIM and LPIPS. Additionally, EpiDiff can generate a more diverse distribution of views, improving the reconstruction quality from generated multiviews. Please see our project page at https://huanngzh.github.io/EpiDiff/.
Visual Sync: Multi-Camera Synchronization via Cross-View Object Motion
Today, people can easily record memorable moments, ranging from concerts, sports events, lectures, family gatherings, and birthday parties with multiple consumer cameras. However, synchronizing these cross-camera streams remains challenging. Existing methods assume controlled settings, specific targets, manual correction, or costly hardware. We present VisualSync, an optimization framework based on multi-view dynamics that aligns unposed, unsynchronized videos at millisecond accuracy. Our key insight is that any moving 3D point, when co-visible in two cameras, obeys epipolar constraints once properly synchronized. To exploit this, VisualSync leverages off-the-shelf 3D reconstruction, feature matching, and dense tracking to extract tracklets, relative poses, and cross-view correspondences. It then jointly minimizes the epipolar error to estimate each camera's time offset. Experiments on four diverse, challenging datasets show that VisualSync outperforms baseline methods, achieving an median synchronization error below 50 ms.
UniMLVG: Unified Framework for Multi-view Long Video Generation with Comprehensive Control Capabilities for Autonomous Driving
The creation of diverse and realistic driving scenarios has become essential to enhance perception and planning capabilities of the autonomous driving system. However, generating long-duration, surround-view consistent driving videos remains a significant challenge. To address this, we present UniMLVG, a unified framework designed to generate extended street multi-perspective videos under precise control. By integrating single- and multi-view driving videos into the training data, our approach updates cross-frame and cross-view modules across three stages with different training objectives, substantially boosting the diversity and quality of generated visual content. Additionally, we employ the explicit viewpoint modeling in multi-view video generation to effectively improve motion transition consistency. Capable of handling various input reference formats (e.g., text, images, or video), our UniMLVG generates high-quality multi-view videos according to the corresponding condition constraints such as 3D bounding boxes or frame-level text descriptions. Compared to the best models with similar capabilities, our framework achieves improvements of 21.4% in FID and 36.5% in FVD.
DisCo3D: Distilling Multi-View Consistency for 3D Scene Editing
While diffusion models have demonstrated remarkable progress in 2D image generation and editing, extending these capabilities to 3D editing remains challenging, particularly in maintaining multi-view consistency. Classical approaches typically update 3D representations through iterative refinement based on a single editing view. However, these methods often suffer from slow convergence and blurry artifacts caused by cross-view inconsistencies. Recent methods improve efficiency by propagating 2D editing attention features, yet still exhibit fine-grained inconsistencies and failure modes in complex scenes due to insufficient constraints. To address this, we propose DisCo3D, a novel framework that distills 3D consistency priors into a 2D editor. Our method first fine-tunes a 3D generator using multi-view inputs for scene adaptation, then trains a 2D editor through consistency distillation. The edited multi-view outputs are finally optimized into 3D representations via Gaussian Splatting. Experimental results show DisCo3D achieves stable multi-view consistency and outperforms state-of-the-art methods in editing quality.
MV-Map: Offboard HD-Map Generation with Multi-view Consistency
While bird's-eye-view (BEV) perception models can be useful for building high-definition maps (HD-Maps) with less human labor, their results are often unreliable and demonstrate noticeable inconsistencies in the predicted HD-Maps from different viewpoints. This is because BEV perception is typically set up in an 'onboard' manner, which restricts the computation and consequently prevents algorithms from reasoning multiple views simultaneously. This paper overcomes these limitations and advocates a more practical 'offboard' HD-Map generation setup that removes the computation constraints, based on the fact that HD-Maps are commonly reusable infrastructures built offline in data centers. To this end, we propose a novel offboard pipeline called MV-Map that capitalizes multi-view consistency and can handle an arbitrary number of frames with the key design of a 'region-centric' framework. In MV-Map, the target HD-Maps are created by aggregating all the frames of onboard predictions, weighted by the confidence scores assigned by an 'uncertainty network'. To further enhance multi-view consistency, we augment the uncertainty network with the global 3D structure optimized by a voxelized neural radiance field (Voxel-NeRF). Extensive experiments on nuScenes show that our MV-Map significantly improves the quality of HD-Maps, further highlighting the importance of offboard methods for HD-Map generation.
Cross-Domain Few-Shot Learning via Multi-View Collaborative Optimization with Vision-Language Models
Vision-language models (VLMs) pre-trained on natural image and language data, such as CLIP, have exhibited significant potential in few-shot image recognition tasks, leading to development of various efficient transfer learning methods. These methods exploit inherent pre-learned knowledge in VLMs and have achieved strong performance on standard image datasets. However, their effectiveness is often limited when confronted with cross-domain tasks where imaging domains differ from natural images. To address this limitation, we propose Consistency-guided Multi-view Collaborative Optimization (CoMuCo), a novel fine-tuning strategy for VLMs. This strategy employs two functionally complementary expert modules to extract multi-view features, while incorporating prior knowledge-based consistency constraints and information geometry-based consensus mechanisms to enhance the robustness of feature learning. Additionally, a new cross-domain few-shot benchmark is established to help comprehensively evaluate methods on imaging domains distinct from natural images. Extensive empirical evaluations on both existing and newly proposed benchmarks suggest CoMuCo consistently outperforms current methods in few-shot tasks. The code and benchmark will be released.
ViewFormer: Exploring Spatiotemporal Modeling for Multi-View 3D Occupancy Perception via View-Guided Transformers
3D occupancy, an advanced perception technology for driving scenarios, represents the entire scene without distinguishing between foreground and background by quantifying the physical space into a grid map. The widely adopted projection-first deformable attention, efficient in transforming image features into 3D representations, encounters challenges in aggregating multi-view features due to sensor deployment constraints. To address this issue, we propose our learning-first view attention mechanism for effective multi-view feature aggregation. Moreover, we showcase the scalability of our view attention across diverse multi-view 3D tasks, including map construction and 3D object detection. Leveraging the proposed view attention as well as an additional multi-frame streaming temporal attention, we introduce ViewFormer, a vision-centric transformer-based framework for spatiotemporal feature aggregation. To further explore occupancy-level flow representation, we present FlowOcc3D, a benchmark built on top of existing high-quality datasets. Qualitative and quantitative analyses on this benchmark reveal the potential to represent fine-grained dynamic scenes. Extensive experiments show that our approach significantly outperforms prior state-of-the-art methods. The codes are available at https://github.com/ViewFormerOcc/ViewFormer-Occ.
CAP4D: Creating Animatable 4D Portrait Avatars with Morphable Multi-View Diffusion Models
Reconstructing photorealistic and dynamic portrait avatars from images is essential to many applications including advertising, visual effects, and virtual reality. Depending on the application, avatar reconstruction involves different capture setups and constraints - for example, visual effects studios use camera arrays to capture hundreds of reference images, while content creators may seek to animate a single portrait image downloaded from the internet. As such, there is a large and heterogeneous ecosystem of methods for avatar reconstruction. Techniques based on multi-view stereo or neural rendering achieve the highest quality results, but require hundreds of reference images. Recent generative models produce convincing avatars from a single reference image, but visual fidelity yet lags behind multi-view techniques. Here, we present CAP4D: an approach that uses a morphable multi-view diffusion model to reconstruct photoreal 4D (dynamic 3D) portrait avatars from any number of reference images (i.e., one to 100) and animate and render them in real time. Our approach demonstrates state-of-the-art performance for single-, few-, and multi-image 4D portrait avatar reconstruction, and takes steps to bridge the gap in visual fidelity between single-image and multi-view reconstruction techniques.
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.
Light Field Diffusion for Single-View Novel View Synthesis
Single-view novel view synthesis, the task of generating images from new viewpoints based on a single reference image, is an important but challenging task in computer vision. Recently, Denoising Diffusion Probabilistic Model (DDPM) has become popular in this area due to its strong ability to generate high-fidelity images. However, current diffusion-based methods directly rely on camera pose matrices as viewing conditions, globally and implicitly introducing 3D constraints. These methods may suffer from inconsistency among generated images from different perspectives, especially in regions with intricate textures and structures. In this work, we present Light Field Diffusion (LFD), a conditional diffusion-based model for single-view novel view synthesis. Unlike previous methods that employ camera pose matrices, LFD transforms the camera view information into light field encoding and combines it with the reference image. This design introduces local pixel-wise constraints within the diffusion models, thereby encouraging better multi-view consistency. Experiments on several datasets show that our LFD can efficiently generate high-fidelity images and maintain better 3D consistency even in intricate regions. Our method can generate images with higher quality than NeRF-based models, and we obtain sample quality similar to other diffusion-based models but with only one-third of the model size.
Dynamic Snake Convolution based on Topological Geometric Constraints for Tubular Structure Segmentation
Accurate segmentation of topological tubular structures, such as blood vessels and roads, is crucial in various fields, ensuring accuracy and efficiency in downstream tasks. However, many factors complicate the task, including thin local structures and variable global morphologies. In this work, we note the specificity of tubular structures and use this knowledge to guide our DSCNet to simultaneously enhance perception in three stages: feature extraction, feature fusion, and loss constraint. First, we propose a dynamic snake convolution to accurately capture the features of tubular structures by adaptively focusing on slender and tortuous local structures. Subsequently, we propose a multi-view feature fusion strategy to complement the attention to features from multiple perspectives during feature fusion, ensuring the retention of important information from different global morphologies. Finally, a continuity constraint loss function, based on persistent homology, is proposed to constrain the topological continuity of the segmentation better. Experiments on 2D and 3D datasets show that our DSCNet provides better accuracy and continuity on the tubular structure segmentation task compared with several methods. Our codes will be publicly available.
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.
Generalizable and Relightable Gaussian Splatting for Human Novel View Synthesis
We propose GRGS, a generalizable and relightable 3D Gaussian framework for high-fidelity human novel view synthesis under diverse lighting conditions. Unlike existing methods that rely on per-character optimization or ignore physical constraints, GRGS adopts a feed-forward, fully supervised strategy projecting geometry, material, and illumination cues from multi-view 2D observations into 3D Gaussian representations. To recover accurate geometry under diverse lighting conditions, we introduce a Lighting-robust Geometry Refinement (LGR) module trained on synthetically relit data to predict precise depth and surface normals. Based on the high-quality geometry, a Physically Grounded Neural Rendering (PGNR) module is further proposed to integrate neural prediction with physics-based shading, supporting editable relighting with shadows and indirect illumination. Moreover, we design a 2D-to-3D projection training scheme leveraging differentiable supervision from ambient occlusion, direct, and indirect lighting maps, alleviating the computational cost of ray tracing. Extensive experiments demonstrate that GRGS achieves superior visual quality, geometric consistency, and generalization across characters and lighting conditions.
V-FUSE: Volumetric Depth Map Fusion with Long-Range Constraints
We introduce a learning-based depth map fusion framework that accepts a set of depth and confidence maps generated by a Multi-View Stereo (MVS) algorithm as input and improves them. This is accomplished by integrating volumetric visibility constraints that encode long-range surface relationships across different views into an end-to-end trainable architecture. We also introduce a depth search window estimation sub-network trained jointly with the larger fusion sub-network to reduce the depth hypothesis search space along each ray. Our method learns to model depth consensus and violations of visibility constraints directly from the data; effectively removing the necessity of fine-tuning fusion parameters. Extensive experiments on MVS datasets show substantial improvements in the accuracy of the output fused depth and confidence maps.
Consistent-1-to-3: Consistent Image to 3D View Synthesis via Geometry-aware Diffusion Models
Zero-shot novel view synthesis (NVS) from a single image is an essential problem in 3D object understanding. While recent approaches that leverage pre-trained generative models can synthesize high-quality novel views from in-the-wild inputs, they still struggle to maintain 3D consistency across different views. In this paper, we present Consistent-1-to-3, which is a generative framework that significantly mitigate this issue. Specifically, we decompose the NVS task into two stages: (i) transforming observed regions to a novel view, and (ii) hallucinating unseen regions. We design a scene representation transformer and view-conditioned diffusion model for performing these two stages respectively. Inside the models, to enforce 3D consistency, we propose to employ epipolor-guided attention to incorporate geometry constraints, and multi-view attention to better aggregate multi-view information. Finally, we design a hierarchy generation paradigm to generate long sequences of consistent views, allowing a full 360 observation of the provided object image. Qualitative and quantitative evaluation over multiple datasets demonstrate the effectiveness of the proposed mechanisms against state-of-the-art approaches. Our project page is at https://jianglongye.com/consistent123/
IntrinsicNeRF: Learning Intrinsic Neural Radiance Fields for Editable Novel View Synthesis
Existing inverse rendering combined with neural rendering methods can only perform editable novel view synthesis on object-specific scenes, while we present intrinsic neural radiance fields, dubbed IntrinsicNeRF, which introduce intrinsic decomposition into the NeRF-based neural rendering method and can extend its application to room-scale scenes. Since intrinsic decomposition is a fundamentally under-constrained inverse problem, we propose a novel distance-aware point sampling and adaptive reflectance iterative clustering optimization method, which enables IntrinsicNeRF with traditional intrinsic decomposition constraints to be trained in an unsupervised manner, resulting in multi-view consistent intrinsic decomposition results. To cope with the problem that different adjacent instances of similar reflectance in a scene are incorrectly clustered together, we further propose a hierarchical clustering method with coarse-to-fine optimization to obtain a fast hierarchical indexing representation. It supports compelling real-time augmented applications such as recoloring and illumination variation. Extensive experiments and editing samples on both object-specific/room-scale scenes and synthetic/real-word data demonstrate that we can obtain consistent intrinsic decomposition results and high-fidelity novel view synthesis even for challenging sequences.
SPAD : Spatially Aware Multiview Diffusers
We present SPAD, a novel approach for creating consistent multi-view images from text prompts or single images. To enable multi-view generation, we repurpose a pretrained 2D diffusion model by extending its self-attention layers with cross-view interactions, and fine-tune it on a high quality subset of Objaverse. We find that a naive extension of the self-attention proposed in prior work (e.g. MVDream) leads to content copying between views. Therefore, we explicitly constrain the cross-view attention based on epipolar geometry. To further enhance 3D consistency, we utilize Plucker coordinates derived from camera rays and inject them as positional encoding. This enables SPAD to reason over spatial proximity in 3D well. In contrast to recent works that can only generate views at fixed azimuth and elevation, SPAD offers full camera control and achieves state-of-the-art results in novel view synthesis on unseen objects from the Objaverse and Google Scanned Objects datasets. Finally, we demonstrate that text-to-3D generation using SPAD prevents the multi-face Janus issue. See more details at our webpage: https://yashkant.github.io/spad
Wonderland: Navigating 3D Scenes from a Single Image
This paper addresses a challenging question: How can we efficiently create high-quality, wide-scope 3D scenes from a single arbitrary image? Existing methods face several constraints, such as requiring multi-view data, time-consuming per-scene optimization, low visual quality in backgrounds, and distorted reconstructions in unseen areas. We propose a novel pipeline to overcome these limitations. Specifically, we introduce a large-scale reconstruction model that uses latents from a video diffusion model to predict 3D Gaussian Splattings for the scenes in a feed-forward manner. The video diffusion model is designed to create videos precisely following specified camera trajectories, allowing it to generate compressed video latents that contain multi-view information while maintaining 3D consistency. We train the 3D reconstruction model to operate on the video latent space with a progressive training strategy, enabling the efficient generation of high-quality, wide-scope, and generic 3D scenes. Extensive evaluations across various datasets demonstrate that our model significantly outperforms existing methods for single-view 3D scene generation, particularly with out-of-domain images. For the first time, we demonstrate that a 3D reconstruction model can be effectively built upon the latent space of a diffusion model to realize efficient 3D scene generation.
Neural 3D Scene Reconstruction with the Manhattan-world Assumption
This paper addresses the challenge of reconstructing 3D indoor scenes from multi-view images. Many previous works have shown impressive reconstruction results on textured objects, but they still have difficulty in handling low-textured planar regions, which are common in indoor scenes. An approach to solving this issue is to incorporate planer constraints into the depth map estimation in multi-view stereo-based methods, but the per-view plane estimation and depth optimization lack both efficiency and multi-view consistency. In this work, we show that the planar constraints can be conveniently integrated into the recent implicit neural representation-based reconstruction methods. Specifically, we use an MLP network to represent the signed distance function as the scene geometry. Based on the Manhattan-world assumption, planar constraints are employed to regularize the geometry in floor and wall regions predicted by a 2D semantic segmentation network. To resolve the inaccurate segmentation, we encode the semantics of 3D points with another MLP and design a novel loss that jointly optimizes the scene geometry and semantics in 3D space. Experiments on ScanNet and 7-Scenes datasets show that the proposed method outperforms previous methods by a large margin on 3D reconstruction quality. The code is available at https://zju3dv.github.io/manhattan_sdf.
Video Perception Models for 3D Scene Synthesis
Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.
RCDN: Towards Robust Camera-Insensitivity Collaborative Perception via Dynamic Feature-based 3D Neural Modeling
Collaborative perception is dedicated to tackling the constraints of single-agent perception, such as occlusions, based on the multiple agents' multi-view sensor inputs. However, most existing works assume an ideal condition that all agents' multi-view cameras are continuously available. In reality, cameras may be highly noisy, obscured or even failed during the collaboration. In this work, we introduce a new robust camera-insensitivity problem: how to overcome the issues caused by the failed camera perspectives, while stabilizing high collaborative performance with low calibration cost? To address above problems, we propose RCDN, a Robust Camera-insensitivity collaborative perception with a novel Dynamic feature-based 3D Neural modeling mechanism. The key intuition of RCDN is to construct collaborative neural rendering field representations to recover failed perceptual messages sent by multiple agents. To better model collaborative neural rendering field, RCDN first establishes a geometry BEV feature based time-invariant static field with other agents via fast hash grid modeling. Based on the static background field, the proposed time-varying dynamic field can model corresponding motion vectors for foregrounds with appropriate positions. To validate RCDN, we create OPV2V-N, a new large-scale dataset with manual labelling under different camera failed scenarios. Extensive experiments conducted on OPV2V-N show that RCDN can be ported to other baselines and improve their robustness in extreme camera-insensitivity settings.
F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting
This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.
TAGA: Text-Attributed Graph Self-Supervised Learning by Synergizing Graph and Text Mutual Transformations
Text-Attributed Graphs (TAGs) enhance graph structures with natural language descriptions, enabling detailed representation of data and their relationships across a broad spectrum of real-world scenarios. Despite the potential for deeper insights, existing TAG representation learning primarily relies on supervised methods, necessitating extensive labeled data and limiting applicability across diverse contexts. This paper introduces a new self-supervised learning framework, Text-And-Graph Multi-View Alignment (TAGA), which overcomes these constraints by integrating TAGs' structural and semantic dimensions. TAGA constructs two complementary views: Text-of-Graph view, which organizes node texts into structured documents based on graph topology, and the Graph-of-Text view, which converts textual nodes and connections into graph data. By aligning representations from both views, TAGA captures joint textual and structural information. In addition, a novel structure-preserving random walk algorithm is proposed for efficient training on large-sized TAGs. Our framework demonstrates strong performance in zero-shot and few-shot scenarios across eight real-world datasets.
OneSearch: A Preliminary Exploration of the Unified End-to-End Generative Framework for E-commerce Search
Traditional e-commerce search systems employ multi-stage cascading architectures (MCA) that progressively filter items through recall, pre-ranking, and ranking stages. While effective at balancing computational efficiency with business conversion, these systems suffer from fragmented computation and optimization objective collisions across stages, which ultimately limit their performance ceiling. To address these, we propose OneSearch, the first industrial-deployed end-to-end generative framework for e-commerce search. This framework introduces three key innovations: (1) a Keyword-enhanced Hierarchical Quantization Encoding (KHQE) module, to preserve both hierarchical semantics and distinctive item attributes while maintaining strong query-item relevance constraints; (2) a multi-view user behavior sequence injection strategy that constructs behavior-driven user IDs and incorporates both explicit short-term and implicit long-term sequences to model user preferences comprehensively; and (3) a Preference-Aware Reward System (PARS) featuring multi-stage supervised fine-tuning and adaptive reward-weighted ranking to capture fine-grained user preferences. Extensive offline evaluations on large-scale industry datasets demonstrate OneSearch's superior performance for high-quality recall and ranking. The rigorous online A/B tests confirm its ability to enhance relevance in the same exposure position, achieving statistically significant improvements: +1.67% item CTR, +2.40% buyer, and +3.22% order volume. Furthermore, OneSearch reduces operational expenditure by 75.40% and improves Model FLOPs Utilization from 3.26% to 27.32%. The system has been successfully deployed across multiple search scenarios in Kuaishou, serving millions of users, generating tens of millions of PVs daily.
One2Any: One-Reference 6D Pose Estimation for Any Object
6D object pose estimation remains challenging for many applications due to dependencies on complete 3D models, multi-view images, or training limited to specific object categories. These requirements make generalization to novel objects difficult for which neither 3D models nor multi-view images may be available. To address this, we propose a novel method One2Any that estimates the relative 6-degrees of freedom (DOF) object pose using only a single reference-single query RGB-D image, without prior knowledge of its 3D model, multi-view data, or category constraints. We treat object pose estimation as an encoding-decoding process, first, we obtain a comprehensive Reference Object Pose Embedding (ROPE) that encodes an object shape, orientation, and texture from a single reference view. Using this embedding, a U-Net-based pose decoding module produces Reference Object Coordinate (ROC) for new views, enabling fast and accurate pose estimation. This simple encoding-decoding framework allows our model to be trained on any pair-wise pose data, enabling large-scale training and demonstrating great scalability. Experiments on multiple benchmark datasets demonstrate that our model generalizes well to novel objects, achieving state-of-the-art accuracy and robustness even rivaling methods that require multi-view or CAD inputs, at a fraction of compute.
PLA: Language-Driven Open-Vocabulary 3D Scene Understanding
Open-vocabulary scene understanding aims to localize and recognize unseen categories beyond the annotated label space. The recent breakthrough of 2D open-vocabulary perception is largely driven by Internet-scale paired image-text data with rich vocabulary concepts. However, this success cannot be directly transferred to 3D scenarios due to the inaccessibility of large-scale 3D-text pairs. To this end, we propose to distill knowledge encoded in pre-trained vision-language (VL) foundation models through captioning multi-view images from 3D, which allows explicitly associating 3D and semantic-rich captions. Further, to foster coarse-to-fine visual-semantic representation learning from captions, we design hierarchical 3D-caption pairs, leveraging geometric constraints between 3D scenes and multi-view images. Finally, by employing contrastive learning, the model learns language-aware embeddings that connect 3D and text for open-vocabulary tasks. Our method not only remarkably outperforms baseline methods by 25.8% sim 44.7% hIoU and 14.5% sim 50.4% hAP_{50} in open-vocabulary semantic and instance segmentation, but also shows robust transferability on challenging zero-shot domain transfer tasks. See the project website at https://dingry.github.io/projects/PLA.
GSV3D: Gaussian Splatting-based Geometric Distillation with Stable Video Diffusion for Single-Image 3D Object Generation
Image-based 3D generation has vast applications in robotics and gaming, where high-quality, diverse outputs and consistent 3D representations are crucial. However, existing methods have limitations: 3D diffusion models are limited by dataset scarcity and the absence of strong pre-trained priors, while 2D diffusion-based approaches struggle with geometric consistency. We propose a method that leverages 2D diffusion models' implicit 3D reasoning ability while ensuring 3D consistency via Gaussian-splatting-based geometric distillation. Specifically, the proposed Gaussian Splatting Decoder enforces 3D consistency by transforming SV3D latent outputs into an explicit 3D representation. Unlike SV3D, which only relies on implicit 2D representations for video generation, Gaussian Splatting explicitly encodes spatial and appearance attributes, enabling multi-view consistency through geometric constraints. These constraints correct view inconsistencies, ensuring robust geometric consistency. As a result, our approach simultaneously generates high-quality, multi-view-consistent images and accurate 3D models, providing a scalable solution for single-image-based 3D generation and bridging the gap between 2D Diffusion diversity and 3D structural coherence. Experimental results demonstrate state-of-the-art multi-view consistency and strong generalization across diverse datasets. The code will be made publicly available upon acceptance.
HOComp: Interaction-Aware Human-Object Composition
While existing image-guided composition methods may help insert a foreground object onto a user-specified region of a background image, achieving natural blending inside the region with the rest of the image unchanged, we observe that these existing methods often struggle in synthesizing seamless interaction-aware compositions when the task involves human-object interactions. In this paper, we first propose HOComp, a novel approach for compositing a foreground object onto a human-centric background image, while ensuring harmonious interactions between the foreground object and the background person and their consistent appearances. Our approach includes two key designs: (1) MLLMs-driven Region-based Pose Guidance (MRPG), which utilizes MLLMs to identify the interaction region as well as the interaction type (e.g., holding and lefting) to provide coarse-to-fine constraints to the generated pose for the interaction while incorporating human pose landmarks to track action variations and enforcing fine-grained pose constraints; and (2) Detail-Consistent Appearance Preservation (DCAP), which unifies a shape-aware attention modulation mechanism, a multi-view appearance loss, and a background consistency loss to ensure consistent shapes/textures of the foreground and faithful reproduction of the background human. We then propose the first dataset, named Interaction-aware Human-Object Composition (IHOC), for the task. Experimental results on our dataset show that HOComp effectively generates harmonious human-object interactions with consistent appearances, and outperforms relevant methods qualitatively and quantitatively.
CAGE: Curvature-Aware Gradient Estimation For Accurate Quantization-Aware Training
Despite significant work on low-bit quantization-aware training (QAT), there is still a large accuracy gap between such techniques and native training. To address this, we introduce CAGE (Curvature-Aware Gradient Estimation), a new QAT method that augments the straight-through estimator (STE) gradient with a curvature-aware correction designed to counteract the loss increase induced by quantization. CAGE is derived from a multi-objective view of QAT that balances loss minimization with adherence to quantization constraints, yielding a principled correction term that depends on local curvature information. On the theoretical side, we introduce the notion of Pareto-optimal solutions for quantized optimization, and establish that CAGE yields strong convergence guarantees in the smooth non-convex setting. In terms of implementation, our approach is optimizer-agnostic, but we provide a highly-efficient implementation that leverages Adam statistics. When pre-training Llama-style models of up to 800M-parameters, CAGE recovers over 10% of the quantization-induced loss increase in the W4A4 regime over outlier-mitigation methods. These results indicate that curvature-aware gradient corrections can bridge the remaining performance gap beyond current outlier-handling methods.
Ray Conditioning: Trading Photo-consistency for Photo-realism in Multi-view Image Generation
Multi-view image generation attracts particular attention these days due to its promising 3D-related applications, e.g., image viewpoint editing. Most existing methods follow a paradigm where a 3D representation is first synthesized, and then rendered into 2D images to ensure photo-consistency across viewpoints. However, such explicit bias for photo-consistency sacrifices photo-realism, causing geometry artifacts and loss of fine-scale details when these methods are applied to edit real images. To address this issue, we propose ray conditioning, a geometry-free alternative that relaxes the photo-consistency constraint. Our method generates multi-view images by conditioning a 2D GAN on a light field prior. With explicit viewpoint control, state-of-the-art photo-realism and identity consistency, our method is particularly suited for the viewpoint editing task.
AvatarBooth: High-Quality and Customizable 3D Human Avatar Generation
We introduce AvatarBooth, a novel method for generating high-quality 3D avatars using text prompts or specific images. Unlike previous approaches that can only synthesize avatars based on simple text descriptions, our method enables the creation of personalized avatars from casually captured face or body images, while still supporting text-based model generation and editing. Our key contribution is the precise avatar generation control by using dual fine-tuned diffusion models separately for the human face and body. This enables us to capture intricate details of facial appearance, clothing, and accessories, resulting in highly realistic avatar generations. Furthermore, we introduce pose-consistent constraint to the optimization process to enhance the multi-view consistency of synthesized head images from the diffusion model and thus eliminate interference from uncontrolled human poses. In addition, we present a multi-resolution rendering strategy that facilitates coarse-to-fine supervision of 3D avatar generation, thereby enhancing the performance of the proposed system. The resulting avatar model can be further edited using additional text descriptions and driven by motion sequences. Experiments show that AvatarBooth outperforms previous text-to-3D methods in terms of rendering and geometric quality from either text prompts or specific images. Please check our project website at https://zeng-yifei.github.io/avatarbooth_page/.
SOCIA-Nabla: Textual Gradient Meets Multi-Agent Orchestration for Automated Simulator Generation
In this paper, we present SOCIA-Nabla, an end-to-end, agentic framework that treats simulator construction asinstance optimization over code within a textual computation graph. Specialized LLM-driven agents are embedded as graph nodes, and a workflow manager executes a loss-driven loop: code synthesis -> execution -> evaluation -> code repair. The optimizer performs Textual-Gradient Descent (TGD), while human-in-the-loop interaction is reserved for task-spec confirmation, minimizing expert effort and keeping the code itself as the trainable object. Across three CPS tasks, i.e., User Modeling, Mask Adoption, and Personal Mobility, SOCIA-Nabla attains state-of-the-art overall accuracy. By unifying multi-agent orchestration with a loss-aligned optimization view, SOCIA-Nabla converts brittle prompt pipelines into reproducible, constraint-aware simulator code generation that scales across domains and simulation granularities. This work is under review, and we will release the code soon.
CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians
The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.
Rethinking Multi-view Representation Learning via Distilled Disentangling
Multi-view representation learning aims to derive robust representations that are both view-consistent and view-specific from diverse data sources. This paper presents an in-depth analysis of existing approaches in this domain, highlighting a commonly overlooked aspect: the redundancy between view-consistent and view-specific representations. To this end, we propose an innovative framework for multi-view representation learning, which incorporates a technique we term 'distilled disentangling'. Our method introduces the concept of masked cross-view prediction, enabling the extraction of compact, high-quality view-consistent representations from various sources without incurring extra computational overhead. Additionally, we develop a distilled disentangling module that efficiently filters out consistency-related information from multi-view representations, resulting in purer view-specific representations. This approach significantly reduces redundancy between view-consistent and view-specific representations, enhancing the overall efficiency of the learning process. Our empirical evaluations reveal that higher mask ratios substantially improve the quality of view-consistent representations. Moreover, we find that reducing the dimensionality of view-consistent representations relative to that of view-specific representations further refines the quality of the combined representations. Our code is accessible at: https://github.com/Guanzhou-Ke/MRDD.
Auto-Regressively Generating Multi-View Consistent Images
Generating multi-view images from human instructions is crucial for 3D content creation. The primary challenges involve maintaining consistency across multiple views and effectively synthesizing shapes and textures under diverse conditions. In this paper, we propose the Multi-View Auto-Regressive (MV-AR) method, which leverages an auto-regressive model to progressively generate consistent multi-view images from arbitrary prompts. Firstly, the next-token-prediction capability of the AR model significantly enhances its effectiveness in facilitating progressive multi-view synthesis. When generating widely-separated views, MV-AR can utilize all its preceding views to extract effective reference information. Subsequently, we propose a unified model that accommodates various prompts via architecture designing and training strategies. To address multiple conditions, we introduce condition injection modules for text, camera pose, image, and shape. To manage multi-modal conditions simultaneously, a progressive training strategy is employed. This strategy initially adopts the text-to-multi-view (t2mv) model as a baseline to enhance the development of a comprehensive X-to-multi-view (X2mv) model through the randomly dropping and combining conditions. Finally, to alleviate the overfitting problem caused by limited high-quality data, we propose the "Shuffle View" data augmentation technique, thus significantly expanding the training data by several magnitudes. Experiments demonstrate the performance and versatility of our MV-AR, which consistently generates consistent multi-view images across a range of conditions and performs on par with leading diffusion-based multi-view image generation models. Code and models will be released at https://github.com/MILab-PKU/MVAR.
Gaussian Splatting with Localized Points Management
Point management is a critical component in optimizing 3D Gaussian Splatting (3DGS) models, as the point initiation (e.g., via structure from motion) is distributionally inappropriate. Typically, the Adaptive Density Control (ADC) algorithm is applied, leveraging view-averaged gradient magnitude thresholding for point densification, opacity thresholding for pruning, and regular all-points opacity reset. However, we reveal that this strategy is limited in tackling intricate/special image regions (e.g., transparent) as it is unable to identify all the 3D zones that require point densification, and lacking an appropriate mechanism to handle the ill-conditioned points with negative impacts (occlusion due to false high opacity). To address these limitations, we propose a Localized Point Management (LPM) strategy, capable of identifying those error-contributing zones in the highest demand for both point addition and geometry calibration. Zone identification is achieved by leveraging the underlying multiview geometry constraints, with the guidance of image rendering errors. We apply point densification in the identified zone, whilst resetting the opacity of those points residing in front of these regions so that a new opportunity is created to correct ill-conditioned points. Serving as a versatile plugin, LPM can be seamlessly integrated into existing 3D Gaussian Splatting models. Experimental evaluation across both static 3D and dynamic 4D scenes validate the efficacy of our LPM strategy in boosting a variety of existing 3DGS models both quantitatively and qualitatively. Notably, LPM improves both vanilla 3DGS and SpaceTimeGS to achieve state-of-the-art rendering quality while retaining real-time speeds, outperforming on challenging datasets such as Tanks & Temples and the Neural 3D Video Dataset.
Learning Representations without Compositional Assumptions
This paper addresses unsupervised representation learning on tabular data containing multiple views generated by distinct sources of measurement. Traditional methods, which tackle this problem using the multi-view framework, are constrained by predefined assumptions that assume feature sets share the same information and representations should learn globally shared factors. However, this assumption is not always valid for real-world tabular datasets with complex dependencies between feature sets, resulting in localized information that is harder to learn. To overcome this limitation, we propose a data-driven approach that learns feature set dependencies by representing feature sets as graph nodes and their relationships as learnable edges. Furthermore, we introduce LEGATO, a novel hierarchical graph autoencoder that learns a smaller, latent graph to aggregate information from multiple views dynamically. This approach results in latent graph components that specialize in capturing localized information from different regions of the input, leading to superior downstream performance.
MVCustom: Multi-View Customized Diffusion via Geometric Latent Rendering and Completion
Multi-view generation with camera pose control and prompt-based customization are both essential elements for achieving controllable generative models. However, existing multi-view generation models do not support customization with geometric consistency, whereas customization models lack explicit viewpoint control, making them challenging to unify. Motivated by these gaps, we introduce a novel task, multi-view customization, which aims to jointly achieve multi-view camera pose control and customization. Due to the scarcity of training data in customization, existing multi-view generation models, which inherently rely on large-scale datasets, struggle to generalize to diverse prompts. To address this, we propose MVCustom, a novel diffusion-based framework explicitly designed to achieve both multi-view consistency and customization fidelity. In the training stage, MVCustom learns the subject's identity and geometry using a feature-field representation, incorporating the text-to-video diffusion backbone enhanced with dense spatio-temporal attention, which leverages temporal coherence for multi-view consistency. In the inference stage, we introduce two novel techniques: depth-aware feature rendering explicitly enforces geometric consistency, and consistent-aware latent completion ensures accurate perspective alignment of the customized subject and surrounding backgrounds. Extensive experiments demonstrate that MVCustom is the only framework that simultaneously achieves faithful multi-view generation and customization.
Contrastive Multiview Coding
Humans view the world through many sensory channels, e.g., the long-wavelength light channel, viewed by the left eye, or the high-frequency vibrations channel, heard by the right ear. Each view is noisy and incomplete, but important factors, such as physics, geometry, and semantics, tend to be shared between all views (e.g., a "dog" can be seen, heard, and felt). We investigate the classic hypothesis that a powerful representation is one that models view-invariant factors. We study this hypothesis under the framework of multiview contrastive learning, where we learn a representation that aims to maximize mutual information between different views of the same scene but is otherwise compact. Our approach scales to any number of views, and is view-agnostic. We analyze key properties of the approach that make it work, finding that the contrastive loss outperforms a popular alternative based on cross-view prediction, and that the more views we learn from, the better the resulting representation captures underlying scene semantics. Our approach achieves state-of-the-art results on image and video unsupervised learning benchmarks. Code is released at: http://github.com/HobbitLong/CMC/.
Multi-task View Synthesis with Neural Radiance Fields
Multi-task visual learning is a critical aspect of computer vision. Current research, however, predominantly concentrates on the multi-task dense prediction setting, which overlooks the intrinsic 3D world and its multi-view consistent structures, and lacks the capability for versatile imagination. In response to these limitations, we present a novel problem setting -- multi-task view synthesis (MTVS), which reinterprets multi-task prediction as a set of novel-view synthesis tasks for multiple scene properties, including RGB. To tackle the MTVS problem, we propose MuvieNeRF, a framework that incorporates both multi-task and cross-view knowledge to simultaneously synthesize multiple scene properties. MuvieNeRF integrates two key modules, the Cross-Task Attention (CTA) and Cross-View Attention (CVA) modules, enabling the efficient use of information across multiple views and tasks. Extensive evaluation on both synthetic and realistic benchmarks demonstrates that MuvieNeRF is capable of simultaneously synthesizing different scene properties with promising visual quality, even outperforming conventional discriminative models in various settings. Notably, we show that MuvieNeRF exhibits universal applicability across a range of NeRF backbones. Our code is available at https://github.com/zsh2000/MuvieNeRF.
Constraining Depth Map Geometry for Multi-View Stereo: A Dual-Depth Approach with Saddle-shaped Depth Cells
Learning-based multi-view stereo (MVS) methods deal with predicting accurate depth maps to achieve an accurate and complete 3D representation. Despite the excellent performance, existing methods ignore the fact that a suitable depth geometry is also critical in MVS. In this paper, we demonstrate that different depth geometries have significant performance gaps, even using the same depth prediction error. Therefore, we introduce an ideal depth geometry composed of Saddle-Shaped Cells, whose predicted depth map oscillates upward and downward around the ground-truth surface, rather than maintaining a continuous and smooth depth plane. To achieve it, we develop a coarse-to-fine framework called Dual-MVSNet (DMVSNet), which can produce an oscillating depth plane. Technically, we predict two depth values for each pixel (Dual-Depth), and propose a novel loss function and a checkerboard-shaped selecting strategy to constrain the predicted depth geometry. Compared to existing methods,DMVSNet achieves a high rank on the DTU benchmark and obtains the top performance on challenging scenes of Tanks and Temples, demonstrating its strong performance and generalization ability. Our method also points to a new research direction for considering depth geometry in MVS.
Learning Fused State Representations for Control from Multi-View Observations
Multi-View Reinforcement Learning (MVRL) seeks to provide agents with multi-view observations, enabling them to perceive environment with greater effectiveness and precision. Recent advancements in MVRL focus on extracting latent representations from multiview observations and leveraging them in control tasks. However, it is not straightforward to learn compact and task-relevant representations, particularly in the presence of redundancy, distracting information, or missing views. In this paper, we propose Multi-view Fusion State for Control (MFSC), firstly incorporating bisimulation metric learning into MVRL to learn task-relevant representations. Furthermore, we propose a multiview-based mask and latent reconstruction auxiliary task that exploits shared information across views and improves MFSC's robustness in missing views by introducing a mask token. Extensive experimental results demonstrate that our method outperforms existing approaches in MVRL tasks. Even in more realistic scenarios with interference or missing views, MFSC consistently maintains high performance.
Synthesizing Consistent Novel Views via 3D Epipolar Attention without Re-Training
Large diffusion models demonstrate remarkable zero-shot capabilities in novel view synthesis from a single image. However, these models often face challenges in maintaining consistency across novel and reference views. A crucial factor leading to this issue is the limited utilization of contextual information from reference views. Specifically, when there is an overlap in the viewing frustum between two views, it is essential to ensure that the corresponding regions maintain consistency in both geometry and appearance. This observation leads to a simple yet effective approach, where we propose to use epipolar geometry to locate and retrieve overlapping information from the input view. This information is then incorporated into the generation of target views, eliminating the need for training or fine-tuning, as the process requires no learnable parameters. Furthermore, to enhance the overall consistency of generated views, we extend the utilization of epipolar attention to a multi-view setting, allowing retrieval of overlapping information from the input view and other target views. Qualitative and quantitative experimental results demonstrate the effectiveness of our method in significantly improving the consistency of synthesized views without the need for any fine-tuning. Moreover, This enhancement also boosts the performance of downstream applications such as 3D reconstruction. The code is available at https://github.com/botaoye/ConsisSyn.
A Principled Framework for Multi-View Contrastive Learning
Contrastive Learning (CL), a leading paradigm in Self-Supervised Learning (SSL), typically relies on pairs of data views generated through augmentation. While multiple augmentations per instance (more than two) improve generalization in supervised learning, current CL methods handle additional views suboptimally by simply aggregating different pairwise objectives. This approach suffers from four critical limitations: (L1) it utilizes multiple optimization terms per data point resulting to conflicting objectives, (L2) it fails to model all interactions across views and data points, (L3) it inherits fundamental limitations (e.g. alignment-uniformity coupling) from pairwise CL losses, and (L4) it prevents fully realizing the benefits of increased view multiplicity observed in supervised settings. We address these limitations through two novel loss functions: MV-InfoNCE, which extends InfoNCE to incorporate all possible view interactions simultaneously in one term per data point, and MV-DHEL, which decouples alignment from uniformity across views while scaling interaction complexity with view multiplicity. Both approaches are theoretically grounded - we prove they asymptotically optimize for alignment of all views and uniformity, providing principled extensions to multi-view contrastive learning. Our empirical results on ImageNet1K and three other datasets demonstrate that our methods consistently outperform existing multi-view approaches and effectively scale with increasing view multiplicity. We also apply our objectives to multimodal data and show that, in contrast to other contrastive objectives, they can scale beyond just two modalities. Most significantly, ablation studies reveal that MV-DHEL with five or more views effectively mitigates dimensionality collapse by fully utilizing the embedding space, thereby delivering multi-view benefits observed in supervised learning.
MV-DUSt3R+: Single-Stage Scene Reconstruction from Sparse Views In 2 Seconds
Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code will be released.
SpinMeRound: Consistent Multi-View Identity Generation Using Diffusion Models
Despite recent progress in diffusion models, generating realistic head portraits from novel viewpoints remains a significant challenge. Most current approaches are constrained to limited angular ranges, predominantly focusing on frontal or near-frontal views. Moreover, although the recent emerging large-scale diffusion models have been proven robust in handling 3D scenes, they underperform on facial data, given their complex structure and the uncanny valley pitfalls. In this paper, we propose SpinMeRound, a diffusion-based approach designed to generate consistent and accurate head portraits from novel viewpoints. By leveraging a number of input views alongside an identity embedding, our method effectively synthesizes diverse viewpoints of a subject whilst robustly maintaining its unique identity features. Through experimentation, we showcase our model's generation capabilities in 360 head synthesis, while beating current state-of-the-art multiview diffusion models.
Human Multi-View Synthesis from a Single-View Model:Transferred Body and Face Representations
Generating multi-view human images from a single view is a complex and significant challenge. Although recent advancements in multi-view object generation have shown impressive results with diffusion models, novel view synthesis for humans remains constrained by the limited availability of 3D human datasets. Consequently, many existing models struggle to produce realistic human body shapes or capture fine-grained facial details accurately. To address these issues, we propose an innovative framework that leverages transferred body and facial representations for multi-view human synthesis. Specifically, we use a single-view model pretrained on a large-scale human dataset to develop a multi-view body representation, aiming to extend the 2D knowledge of the single-view model to a multi-view diffusion model. Additionally, to enhance the model's detail restoration capability, we integrate transferred multimodal facial features into our trained human diffusion model. Experimental evaluations on benchmark datasets demonstrate that our approach outperforms the current state-of-the-art methods, achieving superior performance in multi-view human synthesis.
LGM: Large Multi-View Gaussian Model for High-Resolution 3D Content Creation
3D content creation has achieved significant progress in terms of both quality and speed. Although current feed-forward models can produce 3D objects in seconds, their resolution is constrained by the intensive computation required during training. In this paper, we introduce Large Multi-View Gaussian Model (LGM), a novel framework designed to generate high-resolution 3D models from text prompts or single-view images. Our key insights are two-fold: 1) 3D Representation: We propose multi-view Gaussian features as an efficient yet powerful representation, which can then be fused together for differentiable rendering. 2) 3D Backbone: We present an asymmetric U-Net as a high-throughput backbone operating on multi-view images, which can be produced from text or single-view image input by leveraging multi-view diffusion models. Extensive experiments demonstrate the high fidelity and efficiency of our approach. Notably, we maintain the fast speed to generate 3D objects within 5 seconds while boosting the training resolution to 512, thereby achieving high-resolution 3D content generation.
MV-UMI: A Scalable Multi-View Interface for Cross-Embodiment Learning
Recent advances in imitation learning have shown great promise for developing robust robot manipulation policies from demonstrations. However, this promise is contingent on the availability of diverse, high-quality datasets, which are not only challenging and costly to collect but are often constrained to a specific robot embodiment. Portable handheld grippers have recently emerged as intuitive and scalable alternatives to traditional robotic teleoperation methods for data collection. However, their reliance solely on first-person view wrist-mounted cameras often creates limitations in capturing sufficient scene contexts. In this paper, we present MV-UMI (Multi-View Universal Manipulation Interface), a framework that integrates a third-person perspective with the egocentric camera to overcome this limitation. This integration mitigates domain shifts between human demonstration and robot deployment, preserving the cross-embodiment advantages of handheld data-collection devices. Our experimental results, including an ablation study, demonstrate that our MV-UMI framework improves performance in sub-tasks requiring broad scene understanding by approximately 47% across 3 tasks, confirming the effectiveness of our approach in expanding the range of feasible manipulation tasks that can be learned using handheld gripper systems, without compromising the cross-embodiment advantages inherent to such systems.
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.
MatDecompSDF: High-Fidelity 3D Shape and PBR Material Decomposition from Multi-View Images
We present MatDecompSDF, a novel framework for recovering high-fidelity 3D shapes and decomposing their physically-based material properties from multi-view images. The core challenge of inverse rendering lies in the ill-posed disentanglement of geometry, materials, and illumination from 2D observations. Our method addresses this by jointly optimizing three neural components: a neural Signed Distance Function (SDF) to represent complex geometry, a spatially-varying neural field for predicting PBR material parameters (albedo, roughness, metallic), and an MLP-based model for capturing unknown environmental lighting. The key to our approach is a physically-based differentiable rendering layer that connects these 3D properties to the input images, allowing for end-to-end optimization. We introduce a set of carefully designed physical priors and geometric regularizations, including a material smoothness loss and an Eikonal loss, to effectively constrain the problem and achieve robust decomposition. Extensive experiments on both synthetic and real-world datasets (e.g., DTU) demonstrate that MatDecompSDF surpasses state-of-the-art methods in geometric accuracy, material fidelity, and novel view synthesis. Crucially, our method produces editable and relightable assets that can be seamlessly integrated into standard graphics pipelines, validating its practical utility for digital content creation.
DrivingDiffusion: Layout-Guided multi-view driving scene video generation with latent diffusion model
With the increasing popularity of autonomous driving based on the powerful and unified bird's-eye-view (BEV) representation, a demand for high-quality and large-scale multi-view video data with accurate annotation is urgently required. However, such large-scale multi-view data is hard to obtain due to expensive collection and annotation costs. To alleviate the problem, we propose a spatial-temporal consistent diffusion framework DrivingDiffusion, to generate realistic multi-view videos controlled by 3D layout. There are three challenges when synthesizing multi-view videos given a 3D layout: How to keep 1) cross-view consistency and 2) cross-frame consistency? 3) How to guarantee the quality of the generated instances? Our DrivingDiffusion solves the problem by cascading the multi-view single-frame image generation step, the single-view video generation step shared by multiple cameras, and post-processing that can handle long video generation. In the multi-view model, the consistency of multi-view images is ensured by information exchange between adjacent cameras. In the temporal model, we mainly query the information that needs attention in subsequent frame generation from the multi-view images of the first frame. We also introduce the local prompt to effectively improve the quality of generated instances. In post-processing, we further enhance the cross-view consistency of subsequent frames and extend the video length by employing temporal sliding window algorithm. Without any extra cost, our model can generate large-scale realistic multi-camera driving videos in complex urban scenes, fueling the downstream driving tasks. The code will be made publicly available.
SparseGS-W: Sparse-View 3D Gaussian Splatting in the Wild with Generative Priors
Synthesizing novel views of large-scale scenes from unconstrained in-the-wild images is an important but challenging task in computer vision. Existing methods, which optimize per-image appearance and transient occlusion through implicit neural networks from dense training views (approximately 1000 images), struggle to perform effectively under sparse input conditions, resulting in noticeable artifacts. To this end, we propose SparseGS-W, a novel framework based on 3D Gaussian Splatting that enables the reconstruction of complex outdoor scenes and handles occlusions and appearance changes with as few as five training images. We leverage geometric priors and constrained diffusion priors to compensate for the lack of multi-view information from extremely sparse input. Specifically, we propose a plug-and-play Constrained Novel-View Enhancement module to iteratively improve the quality of rendered novel views during the Gaussian optimization process. Furthermore, we propose an Occlusion Handling module, which flexibly removes occlusions utilizing the inherent high-quality inpainting capability of constrained diffusion priors. Both modules are capable of extracting appearance features from any user-provided reference image, enabling flexible modeling of illumination-consistent scenes. Extensive experiments on the PhotoTourism and Tanks and Temples datasets demonstrate that SparseGS-W achieves state-of-the-art performance not only in full-reference metrics, but also in commonly used non-reference metrics such as FID, ClipIQA, and MUSIQ.
Diffusion-Guided Gaussian Splatting for Large-Scale Unconstrained 3D Reconstruction and Novel View Synthesis
Recent advancements in 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) have achieved impressive results in real-time 3D reconstruction and novel view synthesis. However, these methods struggle in large-scale, unconstrained environments where sparse and uneven input coverage, transient occlusions, appearance variability, and inconsistent camera settings lead to degraded quality. We propose GS-Diff, a novel 3DGS framework guided by a multi-view diffusion model to address these limitations. By generating pseudo-observations conditioned on multi-view inputs, our method transforms under-constrained 3D reconstruction problems into well-posed ones, enabling robust optimization even with sparse data. GS-Diff further integrates several enhancements, including appearance embedding, monocular depth priors, dynamic object modeling, anisotropy regularization, and advanced rasterization techniques, to tackle geometric and photometric challenges in real-world settings. Experiments on four benchmarks demonstrate that GS-Diff consistently outperforms state-of-the-art baselines by significant margins.
ACT-R: Adaptive Camera Trajectories for Single View 3D Reconstruction
We introduce the simple idea of adaptive view planning to multi-view synthesis, aiming to improve both occlusion revelation and 3D consistency for single-view 3D reconstruction. Instead of producing an unordered set of views independently or simultaneously, we generate a sequence of views, leveraging temporal consistency to enhance 3D coherence. More importantly, our view sequence is not determined by a pre-determined and fixed camera setup. Instead, we compute an adaptive camera trajectory (ACT), forming an orbit, which seeks to maximize the visibility of occluded regions of the 3D object to be reconstructed. Once the best orbit is found, we feed it to a video diffusion model to generate novel views around the orbit, which can then be passed to any multi-view 3D reconstruction model to obtain the final result. Our multi-view synthesis pipeline is quite efficient since it involves no run-time training/optimization, only forward inferences by applying pre-trained models for occlusion analysis and multi-view synthesis. Our method predicts camera trajectories that reveal occlusions effectively and produce consistent novel views, significantly improving 3D reconstruction over SOTA alternatives on the unseen GSO dataset.
MagicMirror: Fast and High-Quality Avatar Generation with a Constrained Search Space
We introduce a novel framework for 3D human avatar generation and personalization, leveraging text prompts to enhance user engagement and customization. Central to our approach are key innovations aimed at overcoming the challenges in photo-realistic avatar synthesis. Firstly, we utilize a conditional Neural Radiance Fields (NeRF) model, trained on a large-scale unannotated multi-view dataset, to create a versatile initial solution space that accelerates and diversifies avatar generation. Secondly, we develop a geometric prior, leveraging the capabilities of Text-to-Image Diffusion Models, to ensure superior view invariance and enable direct optimization of avatar geometry. These foundational ideas are complemented by our optimization pipeline built on Variational Score Distillation (VSD), which mitigates texture loss and over-saturation issues. As supported by our extensive experiments, these strategies collectively enable the creation of custom avatars with unparalleled visual quality and better adherence to input text prompts. You can find more results and videos in our website: https://syntec-research.github.io/MagicMirror
UMFuse: Unified Multi View Fusion for Human Editing applications
Numerous pose-guided human editing methods have been explored by the vision community due to their extensive practical applications. However, most of these methods still use an image-to-image formulation in which a single image is given as input to produce an edited image as output. This objective becomes ill-defined in cases when the target pose differs significantly from the input pose. Existing methods then resort to in-painting or style transfer to handle occlusions and preserve content. In this paper, we explore the utilization of multiple views to minimize the issue of missing information and generate an accurate representation of the underlying human model. To fuse knowledge from multiple viewpoints, we design a multi-view fusion network that takes the pose key points and texture from multiple source images and generates an explainable per-pixel appearance retrieval map. Thereafter, the encodings from a separate network (trained on a single-view human reposing task) are merged in the latent space. This enables us to generate accurate, precise, and visually coherent images for different editing tasks. We show the application of our network on two newly proposed tasks - Multi-view human reposing and Mix&Match Human Image generation. Additionally, we study the limitations of single-view editing and scenarios in which multi-view provides a better alternative.
VaLID: Variable-Length Input Diffusion for Novel View Synthesis
Novel View Synthesis (NVS), which tries to produce a realistic image at the target view given source view images and their corresponding poses, is a fundamental problem in 3D Vision. As this task is heavily under-constrained, some recent work, like Zero123, tries to solve this problem with generative modeling, specifically using pre-trained diffusion models. Although this strategy generalizes well to new scenes, compared to neural radiance field-based methods, it offers low levels of flexibility. For example, it can only accept a single-view image as input, despite realistic applications often offering multiple input images. This is because the source-view images and corresponding poses are processed separately and injected into the model at different stages. Thus it is not trivial to generalize the model into multi-view source images, once they are available. To solve this issue, we try to process each pose image pair separately and then fuse them as a unified visual representation which will be injected into the model to guide image synthesis at the target-views. However, inconsistency and computation costs increase as the number of input source-view images increases. To solve these issues, the Multi-view Cross Former module is proposed which maps variable-length input data to fix-size output data. A two-stage training strategy is introduced to further improve the efficiency during training time. Qualitative and quantitative evaluation over multiple datasets demonstrates the effectiveness of the proposed method against previous approaches. The code will be released according to the acceptance.
MVBoost: Boost 3D Reconstruction with Multi-View Refinement
Recent advancements in 3D object reconstruction have been remarkable, yet most current 3D models rely heavily on existing 3D datasets. The scarcity of diverse 3D datasets results in limited generalization capabilities of 3D reconstruction models. In this paper, we propose a novel framework for boosting 3D reconstruction with multi-view refinement (MVBoost) by generating pseudo-GT data. The key of MVBoost is combining the advantages of the high accuracy of the multi-view generation model and the consistency of the 3D reconstruction model to create a reliable data source. Specifically, given a single-view input image, we employ a multi-view diffusion model to generate multiple views, followed by a large 3D reconstruction model to produce consistent 3D data. MVBoost then adaptively refines these multi-view images, rendered from the consistent 3D data, to build a large-scale multi-view dataset for training a feed-forward 3D reconstruction model. Additionally, the input view optimization is designed to optimize the corresponding viewpoints based on the user's input image, ensuring that the most important viewpoint is accurately tailored to the user's needs. Extensive evaluations demonstrate that our method achieves superior reconstruction results and robust generalization compared to prior works.
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera
A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.
CharacterShot: Controllable and Consistent 4D Character Animation
In this paper, we propose CharacterShot, a controllable and consistent 4D character animation framework that enables any individual designer to create dynamic 3D characters (i.e., 4D character animation) from a single reference character image and a 2D pose sequence. We begin by pretraining a powerful 2D character animation model based on a cutting-edge DiT-based image-to-video model, which allows for any 2D pose sequnce as controllable signal. We then lift the animation model from 2D to 3D through introducing dual-attention module together with camera prior to generate multi-view videos with spatial-temporal and spatial-view consistency. Finally, we employ a novel neighbor-constrained 4D gaussian splatting optimization on these multi-view videos, resulting in continuous and stable 4D character representations. Moreover, to improve character-centric performance, we construct a large-scale dataset Character4D, containing 13,115 unique characters with diverse appearances and motions, rendered from multiple viewpoints. Extensive experiments on our newly constructed benchmark, CharacterBench, demonstrate that our approach outperforms current state-of-the-art methods. Code, models, and datasets will be publicly available at https://github.com/Jeoyal/CharacterShot.
Rigidity-Aware 3D Gaussian Deformation from a Single Image
Reconstructing object deformation from a single image remains a significant challenge in computer vision and graphics. Existing methods typically rely on multi-view video to recover deformation, limiting their applicability under constrained scenarios. To address this, we propose DeformSplat, a novel framework that effectively guides 3D Gaussian deformation from only a single image. Our method introduces two main technical contributions. First, we present Gaussian-to-Pixel Matching which bridges the domain gap between 3D Gaussian representations and 2D pixel observations. This enables robust deformation guidance from sparse visual cues. Second, we propose Rigid Part Segmentation consisting of initialization and refinement. This segmentation explicitly identifies rigid regions, crucial for maintaining geometric coherence during deformation. By combining these two techniques, our approach can reconstruct consistent deformations from a single image. Extensive experiments demonstrate that our approach significantly outperforms existing methods and naturally extends to various applications,such as frame interpolation and interactive object manipulation.
You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale
Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d
Diffusion Models are Geometry Critics: Single Image 3D Editing Using Pre-Trained Diffusion Priors
We propose a novel image editing technique that enables 3D manipulations on single images, such as object rotation and translation. Existing 3D-aware image editing approaches typically rely on synthetic multi-view datasets for training specialized models, thus constraining their effectiveness on open-domain images featuring significantly more varied layouts and styles. In contrast, our method directly leverages powerful image diffusion models trained on a broad spectrum of text-image pairs and thus retain their exceptional generalization abilities. This objective is realized through the development of an iterative novel view synthesis and geometry alignment algorithm. The algorithm harnesses diffusion models for dual purposes: they provide appearance prior by predicting novel views of the selected object using estimated depth maps, and they act as a geometry critic by correcting misalignments in 3D shapes across the sampled views. Our method can generate high-quality 3D-aware image edits with large viewpoint transformations and high appearance and shape consistency with the input image, pushing the boundaries of what is possible with single-image 3D-aware editing.
WorldMirror: Universal 3D World Reconstruction with Any-Prior Prompting
We present WorldMirror, an all-in-one, feed-forward model for versatile 3D geometric prediction tasks. Unlike existing methods constrained to image-only inputs or customized for a specific task, our framework flexibly integrates diverse geometric priors, including camera poses, intrinsics, and depth maps, while simultaneously generating multiple 3D representations: dense point clouds, multi-view depth maps, camera parameters, surface normals, and 3D Gaussians. This elegant and unified architecture leverages available prior information to resolve structural ambiguities and delivers geometrically consistent 3D outputs in a single forward pass. WorldMirror achieves state-of-the-art performance across diverse benchmarks from camera, point map, depth, and surface normal estimation to novel view synthesis, while maintaining the efficiency of feed-forward inference. Code and models will be publicly available soon.
DriveCamSim: Generalizable Camera Simulation via Explicit Camera Modeling for Autonomous Driving
Camera sensor simulation serves as a critical role for autonomous driving (AD), e.g. evaluating vision-based AD algorithms. While existing approaches have leveraged generative models for controllable image/video generation, they remain constrained to generating multi-view video sequences with fixed camera viewpoints and video frequency, significantly limiting their downstream applications. To address this, we present a generalizable camera simulation framework DriveCamSim, whose core innovation lies in the proposed Explicit Camera Modeling (ECM) mechanism. Instead of implicit interaction through vanilla attention, ECM establishes explicit pixel-wise correspondences across multi-view and multi-frame dimensions, decoupling the model from overfitting to the specific camera configurations (intrinsic/extrinsic parameters, number of views) and temporal sampling rates presented in the training data. For controllable generation, we identify the issue of information loss inherent in existing conditional encoding and injection pipelines, proposing an information-preserving control mechanism. This control mechanism not only improves conditional controllability, but also can be extended to be identity-aware to enhance temporal consistency in foreground object rendering. With above designs, our model demonstrates superior performance in both visual quality and controllability, as well as generalization capability across spatial-level (camera parameters variations) and temporal-level (video frame rate variations), enabling flexible user-customizable camera simulation tailored to diverse application scenarios. Code will be avaliable at https://github.com/swc-17/DriveCamSim for facilitating future research.
Text-Image Conditioned Diffusion for Consistent Text-to-3D Generation
By lifting the pre-trained 2D diffusion models into Neural Radiance Fields (NeRFs), text-to-3D generation methods have made great progress. Many state-of-the-art approaches usually apply score distillation sampling (SDS) to optimize the NeRF representations, which supervises the NeRF optimization with pre-trained text-conditioned 2D diffusion models such as Imagen. However, the supervision signal provided by such pre-trained diffusion models only depends on text prompts and does not constrain the multi-view consistency. To inject the cross-view consistency into diffusion priors, some recent works finetune the 2D diffusion model with multi-view data, but still lack fine-grained view coherence. To tackle this challenge, we incorporate multi-view image conditions into the supervision signal of NeRF optimization, which explicitly enforces fine-grained view consistency. With such stronger supervision, our proposed text-to-3D method effectively mitigates the generation of floaters (due to excessive densities) and completely empty spaces (due to insufficient densities). Our quantitative evaluations on the T^3Bench dataset demonstrate that our method achieves state-of-the-art performance over existing text-to-3D methods. We will make the code publicly available.
NVComposer: Boosting Generative Novel View Synthesis with Multiple Sparse and Unposed Images
Recent advancements in generative models have significantly improved novel view synthesis (NVS) from multi-view data. However, existing methods depend on external multi-view alignment processes, such as explicit pose estimation or pre-reconstruction, which limits their flexibility and accessibility, especially when alignment is unstable due to insufficient overlap or occlusions between views. In this paper, we propose NVComposer, a novel approach that eliminates the need for explicit external alignment. NVComposer enables the generative model to implicitly infer spatial and geometric relationships between multiple conditional views by introducing two key components: 1) an image-pose dual-stream diffusion model that simultaneously generates target novel views and condition camera poses, and 2) a geometry-aware feature alignment module that distills geometric priors from dense stereo models during training. Extensive experiments demonstrate that NVComposer achieves state-of-the-art performance in generative multi-view NVS tasks, removing the reliance on external alignment and thus improving model accessibility. Our approach shows substantial improvements in synthesis quality as the number of unposed input views increases, highlighting its potential for more flexible and accessible generative NVS systems.
Multi-View Masked World Models for Visual Robotic Manipulation
Visual robotic manipulation research and applications often use multiple cameras, or views, to better perceive the world. How else can we utilize the richness of multi-view data? In this paper, we investigate how to learn good representations with multi-view data and utilize them for visual robotic manipulation. Specifically, we train a multi-view masked autoencoder which reconstructs pixels of randomly masked viewpoints and then learn a world model operating on the representations from the autoencoder. We demonstrate the effectiveness of our method in a range of scenarios, including multi-view control and single-view control with auxiliary cameras for representation learning. We also show that the multi-view masked autoencoder trained with multiple randomized viewpoints enables training a policy with strong viewpoint randomization and transferring the policy to solve real-robot tasks without camera calibration and an adaptation procedure. Video demonstrations are available at: https://sites.google.com/view/mv-mwm.
Multi-view Reconstruction via SfM-guided Monocular Depth Estimation
In this paper, we present a new method for multi-view geometric reconstruction. In recent years, large vision models have rapidly developed, performing excellently across various tasks and demonstrating remarkable generalization capabilities. Some works use large vision models for monocular depth estimation, which have been applied to facilitate multi-view reconstruction tasks in an indirect manner. Due to the ambiguity of the monocular depth estimation task, the estimated depth values are usually not accurate enough, limiting their utility in aiding multi-view reconstruction. We propose to incorporate SfM information, a strong multi-view prior, into the depth estimation process, thus enhancing the quality of depth prediction and enabling their direct application in multi-view geometric reconstruction. Experimental results on public real-world datasets show that our method significantly improves the quality of depth estimation compared to previous monocular depth estimation works. Additionally, we evaluate the reconstruction quality of our approach in various types of scenes including indoor, streetscape, and aerial views, surpassing state-of-the-art MVS methods. The code and supplementary materials are available at https://zju3dv.github.io/murre/ .
GeoMVD: Geometry-Enhanced Multi-View Generation Model Based on Geometric Information Extraction
Multi-view image generation holds significant application value in computer vision, particularly in domains like 3D reconstruction, virtual reality, and augmented reality. Most existing methods, which rely on extending single images, face notable computational challenges in maintaining cross-view consistency and generating high-resolution outputs. To address these issues, we propose the Geometry-guided Multi-View Diffusion Model, which incorporates mechanisms for extracting multi-view geometric information and adjusting the intensity of geometric features to generate images that are both consistent across views and rich in detail. Specifically, we design a multi-view geometry information extraction module that leverages depth maps, normal maps, and foreground segmentation masks to construct a shared geometric structure, ensuring shape and structural consistency across different views. To enhance consistency and detail restoration during generation, we develop a decoupled geometry-enhanced attention mechanism that strengthens feature focus on key geometric details, thereby improving overall image quality and detail preservation. Furthermore, we apply an adaptive learning strategy that fine-tunes the model to better capture spatial relationships and visual coherence between the generated views, ensuring realistic results. Our model also incorporates an iterative refinement process that progressively improves the output quality through multiple stages of image generation. Finally, a dynamic geometry information intensity adjustment mechanism is proposed to adaptively regulate the influence of geometric data, optimizing overall quality while ensuring the naturalness of generated images. More details can be found on the project page: https://sobeymil.github.io/GeoMVD.com.
Missing Data as Augmentation in the Earth Observation Domain: A Multi-View Learning Approach
Multi-view learning (MVL) leverages multiple sources or views of data to enhance machine learning model performance and robustness. This approach has been successfully used in the Earth Observation (EO) domain, where views have a heterogeneous nature and can be affected by missing data. Despite the negative effect that missing data has on model predictions, the ML literature has used it as an augmentation technique to improve model generalization, like masking the input data. Inspired by this, we introduce novel methods for EO applications tailored to MVL with missing views. Our methods integrate the combination of a set to simulate all combinations of missing views as different training samples. Instead of replacing missing data with a numerical value, we use dynamic merge functions, like average, and more complex ones like Transformer. This allows the MVL model to entirely ignore the missing views, enhancing its predictive robustness. We experiment on four EO datasets with temporal and static views, including state-of-the-art methods from the EO domain. The results indicate that our methods improve model robustness under conditions of moderate missingness, and improve the predictive performance when all views are present. The proposed methods offer a single adaptive solution to operate effectively with any combination of available views.
SynCamMaster: Synchronizing Multi-Camera Video Generation from Diverse Viewpoints
Recent advancements in video diffusion models have shown exceptional abilities in simulating real-world dynamics and maintaining 3D consistency. This progress inspires us to investigate the potential of these models to ensure dynamic consistency across various viewpoints, a highly desirable feature for applications such as virtual filming. Unlike existing methods focused on multi-view generation of single objects for 4D reconstruction, our interest lies in generating open-world videos from arbitrary viewpoints, incorporating 6 DoF camera poses. To achieve this, we propose a plug-and-play module that enhances a pre-trained text-to-video model for multi-camera video generation, ensuring consistent content across different viewpoints. Specifically, we introduce a multi-view synchronization module to maintain appearance and geometry consistency across these viewpoints. Given the scarcity of high-quality training data, we design a hybrid training scheme that leverages multi-camera images and monocular videos to supplement Unreal Engine-rendered multi-camera videos. Furthermore, our method enables intriguing extensions, such as re-rendering a video from novel viewpoints. We also release a multi-view synchronized video dataset, named SynCamVideo-Dataset. Project page: https://jianhongbai.github.io/SynCamMaster/.
Pro3D-Editor : A Progressive-Views Perspective for Consistent and Precise 3D Editing
Text-guided 3D editing aims to precisely edit semantically relevant local 3D regions, which has significant potential for various practical applications ranging from 3D games to film production. Existing methods typically follow a view-indiscriminate paradigm: editing 2D views indiscriminately and projecting them back into 3D space. However, they overlook the different cross-view interdependencies, resulting in inconsistent multi-view editing. In this study, we argue that ideal consistent 3D editing can be achieved through a progressive-views paradigm, which propagates editing semantics from the editing-salient view to other editing-sparse views. Specifically, we propose Pro3D-Editor, a novel framework, which mainly includes Primary-view Sampler, Key-view Render, and Full-view Refiner. Primary-view Sampler dynamically samples and edits the most editing-salient view as the primary view. Key-view Render accurately propagates editing semantics from the primary view to other key views through its Mixture-of-View-Experts Low-Rank Adaption (MoVE-LoRA). Full-view Refiner edits and refines the 3D object based on the edited multi-views. Extensive experiments demonstrate that our method outperforms existing methods in editing accuracy and spatial consistency.
VROOM - Visual Reconstruction over Onboard Multiview
We introduce VROOM, a system for reconstructing 3D models of Formula 1 circuits using only onboard camera footage from racecars. Leveraging video data from the 2023 Monaco Grand Prix, we address video challenges such as high-speed motion and sharp cuts in camera frames. Our pipeline analyzes different methods such as DROID-SLAM, AnyCam, and Monst3r and combines preprocessing techniques such as different methods of masking, temporal chunking, and resolution scaling to account for dynamic motion and computational constraints. We show that Vroom is able to partially recover track and vehicle trajectories in complex environments. These findings indicate the feasibility of using onboard video for scalable 4D reconstruction in real-world settings. The project page can be found at https://varun-bharadwaj.github.io/vroom, and our code is available at https://github.com/yajatyadav/vroom.
Omni-View: Unlocking How Generation Facilitates Understanding in Unified 3D Model based on Multiview images
This paper presents Omni-View, which extends the unified multimodal understanding and generation to 3D scenes based on multiview images, exploring the principle that "generation facilitates understanding". Consisting of understanding model, texture module, and geometry module, Omni-View jointly models scene understanding, novel view synthesis, and geometry estimation, enabling synergistic interaction between 3D scene understanding and generation tasks. By design, it leverages the spatiotemporal modeling capabilities of its texture module responsible for appearance synthesis, alongside the explicit geometric constraints provided by its dedicated geometry module, thereby enriching the model's holistic understanding of 3D scenes. Trained with a two-stage strategy, Omni-View achieves a state-of-the-art score of 55.4 on the VSI-Bench benchmark, outperforming existing specialized 3D understanding models, while simultaneously delivering strong performance in both novel view synthesis and 3D scene generation.
Unsupervised 2D-3D lifting of non-rigid objects using local constraints
For non-rigid objects, predicting the 3D shape from 2D keypoint observations is ill-posed due to occlusions, and the need to disentangle changes in viewpoint and changes in shape. This challenge has often been addressed by embedding low-rank constraints into specialized models. These models can be hard to train, as they depend on finding a canonical way of aligning observations, before they can learn detailed geometry. These constraints have limited the reconstruction quality. We show that generic, high capacity models, trained with an unsupervised loss, allow for more accurate predicted shapes. In particular, applying low-rank constraints to localized subsets of the full shape allows the high capacity to be suitably constrained. We reduce the state-of-the-art reconstruction error on the S-Up3D dataset by over 70%.
Consolidating Attention Features for Multi-view Image Editing
Large-scale text-to-image models enable a wide range of image editing techniques, using text prompts or even spatial controls. However, applying these editing methods to multi-view images depicting a single scene leads to 3D-inconsistent results. In this work, we focus on spatial control-based geometric manipulations and introduce a method to consolidate the editing process across various views. We build on two insights: (1) maintaining consistent features throughout the generative process helps attain consistency in multi-view editing, and (2) the queries in self-attention layers significantly influence the image structure. Hence, we propose to improve the geometric consistency of the edited images by enforcing the consistency of the queries. To do so, we introduce QNeRF, a neural radiance field trained on the internal query features of the edited images. Once trained, QNeRF can render 3D-consistent queries, which are then softly injected back into the self-attention layers during generation, greatly improving multi-view consistency. We refine the process through a progressive, iterative method that better consolidates queries across the diffusion timesteps. We compare our method to a range of existing techniques and demonstrate that it can achieve better multi-view consistency and higher fidelity to the input scene. These advantages allow us to train NeRFs with fewer visual artifacts, that are better aligned with the target geometry.
ViewRefer: Grasp the Multi-view Knowledge for 3D Visual Grounding with GPT and Prototype Guidance
Understanding 3D scenes from multi-view inputs has been proven to alleviate the view discrepancy issue in 3D visual grounding. However, existing methods normally neglect the view cues embedded in the text modality and fail to weigh the relative importance of different views. In this paper, we propose ViewRefer, a multi-view framework for 3D visual grounding exploring how to grasp the view knowledge from both text and 3D modalities. For the text branch, ViewRefer leverages the diverse linguistic knowledge of large-scale language models, e.g., GPT, to expand a single grounding text to multiple geometry-consistent descriptions. Meanwhile, in the 3D modality, a transformer fusion module with inter-view attention is introduced to boost the interaction of objects across views. On top of that, we further present a set of learnable multi-view prototypes, which memorize scene-agnostic knowledge for different views, and enhance the framework from two perspectives: a view-guided attention module for more robust text features, and a view-guided scoring strategy during the final prediction. With our designed paradigm, ViewRefer achieves superior performance on three benchmarks and surpasses the second-best by +2.8%, +1.5%, and +1.35% on Sr3D, Nr3D, and ScanRefer.
MV-RAG: Retrieval Augmented Multiview Diffusion
Text-to-3D generation approaches have advanced significantly by leveraging pretrained 2D diffusion priors, producing high-quality and 3D-consistent outputs. However, they often fail to produce out-of-domain (OOD) or rare concepts, yielding inconsistent or inaccurate results. To this end, we propose MV-RAG, a novel text-to-3D pipeline that first retrieves relevant 2D images from a large in-the-wild 2D database and then conditions a multiview diffusion model on these images to synthesize consistent and accurate multiview outputs. Training such a retrieval-conditioned model is achieved via a novel hybrid strategy bridging structured multiview data and diverse 2D image collections. This involves training on multiview data using augmented conditioning views that simulate retrieval variance for view-specific reconstruction, alongside training on sets of retrieved real-world 2D images using a distinctive held-out view prediction objective: the model predicts the held-out view from the other views to infer 3D consistency from 2D data. To facilitate a rigorous OOD evaluation, we introduce a new collection of challenging OOD prompts. Experiments against state-of-the-art text-to-3D, image-to-3D, and personalization baselines show that our approach significantly improves 3D consistency, photorealism, and text adherence for OOD/rare concepts, while maintaining competitive performance on standard benchmarks.
Flex3D: Feed-Forward 3D Generation With Flexible Reconstruction Model And Input View Curation
Generating high-quality 3D content from text, single images, or sparse view images remains a challenging task with broad applications.Existing methods typically employ multi-view diffusion models to synthesize multi-view images, followed by a feed-forward process for 3D reconstruction. However, these approaches are often constrained by a small and fixed number of input views, limiting their ability to capture diverse viewpoints and, even worse, leading to suboptimal generation results if the synthesized views are of poor quality. To address these limitations, we propose Flex3D, a novel two-stage framework capable of leveraging an arbitrary number of high-quality input views. The first stage consists of a candidate view generation and curation pipeline. We employ a fine-tuned multi-view image diffusion model and a video diffusion model to generate a pool of candidate views, enabling a rich representation of the target 3D object. Subsequently, a view selection pipeline filters these views based on quality and consistency, ensuring that only the high-quality and reliable views are used for reconstruction. In the second stage, the curated views are fed into a Flexible Reconstruction Model (FlexRM), built upon a transformer architecture that can effectively process an arbitrary number of inputs. FlemRM directly outputs 3D Gaussian points leveraging a tri-plane representation, enabling efficient and detailed 3D generation. Through extensive exploration of design and training strategies, we optimize FlexRM to achieve superior performance in both reconstruction and generation tasks. Our results demonstrate that Flex3D achieves state-of-the-art performance, with a user study winning rate of over 92% in 3D generation tasks when compared to several of the latest feed-forward 3D generative models.
MVReward: Better Aligning and Evaluating Multi-View Diffusion Models with Human Preferences
Recent years have witnessed remarkable progress in 3D content generation. However, corresponding evaluation methods struggle to keep pace. Automatic approaches have proven challenging to align with human preferences, and the mixed comparison of text- and image-driven methods often leads to unfair evaluations. In this paper, we present a comprehensive framework to better align and evaluate multi-view diffusion models with human preferences. To begin with, we first collect and filter a standardized image prompt set from DALLcdotE and Objaverse, which we then use to generate multi-view assets with several multi-view diffusion models. Through a systematic ranking pipeline on these assets, we obtain a human annotation dataset with 16k expert pairwise comparisons and train a reward model, coined MVReward, to effectively encode human preferences. With MVReward, image-driven 3D methods can be evaluated against each other in a more fair and transparent manner. Building on this, we further propose Multi-View Preference Learning (MVP), a plug-and-play multi-view diffusion tuning strategy. Extensive experiments demonstrate that MVReward can serve as a reliable metric and MVP consistently enhances the alignment of multi-view diffusion models with human preferences.
CAMEO: Correspondence-Attention Alignment for Multi-View Diffusion Models
Multi-view diffusion models have recently emerged as a powerful paradigm for novel view synthesis, yet the underlying mechanism that enables their view-consistency remains unclear. In this work, we first verify that the attention maps of these models acquire geometric correspondence throughout training, attending to the geometrically corresponding regions across reference and target views for view-consistent generation. However, this correspondence signal remains incomplete, with its accuracy degrading under large viewpoint changes. Building on these findings, we introduce CAMEO, a simple yet effective training technique that directly supervises attention maps using geometric correspondence to enhance both the training efficiency and generation quality of multi-view diffusion models. Notably, supervising a single attention layer is sufficient to guide the model toward learning precise correspondences, thereby preserving the geometry and structure of reference images, accelerating convergence, and improving novel view synthesis performance. CAMEO reduces the number of training iterations required for convergence by half while achieving superior performance at the same iteration counts. We further demonstrate that CAMEO is model-agnostic and can be applied to any multi-view diffusion model.
Seeing from Another Perspective: Evaluating Multi-View Understanding in MLLMs
Multi-view understanding, the ability to reconcile visual information across diverse viewpoints for effective navigation, manipulation, and 3D scene comprehension, is a fundamental challenge in Multi-Modal Large Language Models (MLLMs) to be used as embodied agents. While recent MLLMs have shown impressive advances in high-level reasoning and planning, they frequently fall short when confronted with multi-view geometric consistency and cross-view correspondence. To comprehensively evaluate the challenges of MLLMs in multi-view scene reasoning, we propose All-Angles Bench, a benchmark of over 2,100 human carefully annotated multi-view question-answer pairs across 90 diverse real-world scenes. Our six tasks (counting, attribute identification, relative distance, relative direction, object manipulation, and camera pose estimation) specifically test model's geometric correspondence and the capacity to align information consistently across views. Our extensive experiments, benchmark on 27 representative MLLMs including Gemini-2.0-Flash, Claude-3.7-Sonnet, and GPT-4o against human evaluators reveals a substantial performance gap, indicating that current MLLMs remain far from human-level proficiency. Through in-depth analysis, we show that MLLMs are particularly underperforming under two aspects: (1) cross-view correspondence for partially occluded views and (2) establishing the coarse camera poses. These findings highlight the necessity of domain-specific refinements or modules that embed stronger multi-view awareness. We believe that our All-Angles Bench offers valuable insights and contribute to bridging the gap between MLLMs and human-level multi-view understanding. The project and benchmark are publicly available at https://danielchyeh.github.io/All-Angles-Bench/.
Deep Multiview Clustering by Contrasting Cluster Assignments
Multiview clustering (MVC) aims to reveal the underlying structure of multiview data by categorizing data samples into clusters. Deep learning-based methods exhibit strong feature learning capabilities on large-scale datasets. For most existing deep MVC methods, exploring the invariant representations of multiple views is still an intractable problem. In this paper, we propose a cross-view contrastive learning (CVCL) method that learns view-invariant representations and produces clustering results by contrasting the cluster assignments among multiple views. Specifically, we first employ deep autoencoders to extract view-dependent features in the pretraining stage. Then, a cluster-level CVCL strategy is presented to explore consistent semantic label information among the multiple views in the fine-tuning stage. Thus, the proposed CVCL method is able to produce more discriminative cluster assignments by virtue of this learning strategy. Moreover, we provide a theoretical analysis of soft cluster assignment alignment. Extensive experimental results obtained on several datasets demonstrate that the proposed CVCL method outperforms several state-of-the-art approaches.
Free3D: Consistent Novel View Synthesis without 3D Representation
We introduce Free3D, a simple approach designed for open-set novel view synthesis (NVS) from a single image. Similar to Zero-1-to-3, we start from a pre-trained 2D image generator for generalization, and fine-tune it for NVS. Compared to recent and concurrent works, we obtain significant improvements without resorting to an explicit 3D representation, which is slow and memory-consuming or training an additional 3D network. We do so by encoding better the target camera pose via a new per-pixel ray conditioning normalization (RCN) layer. The latter injects pose information in the underlying 2D image generator by telling each pixel its specific viewing direction. We also improve multi-view consistency via a light-weight multi-view attention layer and multi-view noise sharing. We train Free3D on the Objaverse dataset and demonstrate excellent generalization to various new categories in several new datasets, including OminiObject3D and GSO. We hope our simple and effective approach will serve as a solid baseline and help future research in NVS with more accuracy pose. The project page is available at https://chuanxiaz.com/free3d/.
Fool the Hydra: Adversarial Attacks against Multi-view Object Detection Systems
Adversarial patches exemplify the tangible manifestation of the threat posed by adversarial attacks on Machine Learning (ML) models in real-world scenarios. Robustness against these attacks is of the utmost importance when designing computer vision applications, especially for safety-critical domains such as CCTV systems. In most practical situations, monitoring open spaces requires multi-view systems to overcome acquisition challenges such as occlusion handling. Multiview object systems are able to combine data from multiple views, and reach reliable detection results even in difficult environments. Despite its importance in real-world vision applications, the vulnerability of multiview systems to adversarial patches is not sufficiently investigated. In this paper, we raise the following question: Does the increased performance and information sharing across views offer as a by-product robustness to adversarial patches? We first conduct a preliminary analysis showing promising robustness against off-the-shelf adversarial patches, even in an extreme setting where we consider patches applied to all views by all persons in Wildtrack benchmark. However, we challenged this observation by proposing two new attacks: (i) In the first attack, targeting a multiview CNN, we maximize the global loss by proposing gradient projection to the different views and aggregating the obtained local gradients. (ii) In the second attack, we focus on a Transformer-based multiview framework. In addition to the focal loss, we also maximize the transformer-specific loss by dissipating its attention blocks. Our results show a large degradation in the detection performance of victim multiview systems with our first patch attack reaching an attack success rate of 73% , while our second proposed attack reduced the performance of its target detector by 62%
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
Sparse-view Pose Estimation and Reconstruction via Analysis by Generative Synthesis
Inferring the 3D structure underlying a set of multi-view images typically requires solving two co-dependent tasks -- accurate 3D reconstruction requires precise camera poses, and predicting camera poses relies on (implicitly or explicitly) modeling the underlying 3D. The classical framework of analysis by synthesis casts this inference as a joint optimization seeking to explain the observed pixels, and recent instantiations learn expressive 3D representations (e.g., Neural Fields) with gradient-descent-based pose refinement of initial pose estimates. However, given a sparse set of observed views, the observations may not provide sufficient direct evidence to obtain complete and accurate 3D. Moreover, large errors in pose estimation may not be easily corrected and can further degrade the inferred 3D. To allow robust 3D reconstruction and pose estimation in this challenging setup, we propose SparseAGS, a method that adapts this analysis-by-synthesis approach by: a) including novel-view-synthesis-based generative priors in conjunction with photometric objectives to improve the quality of the inferred 3D, and b) explicitly reasoning about outliers and using a discrete search with a continuous optimization-based strategy to correct them. We validate our framework across real-world and synthetic datasets in combination with several off-the-shelf pose estimation systems as initialization. We find that it significantly improves the base systems' pose accuracy while yielding high-quality 3D reconstructions that outperform the results from current multi-view reconstruction baselines.
MvDrag3D: Drag-based Creative 3D Editing via Multi-view Generation-Reconstruction Priors
Drag-based editing has become popular in 2D content creation, driven by the capabilities of image generative models. However, extending this technique to 3D remains a challenge. Existing 3D drag-based editing methods, whether employing explicit spatial transformations or relying on implicit latent optimization within limited-capacity 3D generative models, fall short in handling significant topology changes or generating new textures across diverse object categories. To overcome these limitations, we introduce MVDrag3D, a novel framework for more flexible and creative drag-based 3D editing that leverages multi-view generation and reconstruction priors. At the core of our approach is the usage of a multi-view diffusion model as a strong generative prior to perform consistent drag editing over multiple rendered views, which is followed by a reconstruction model that reconstructs 3D Gaussians of the edited object. While the initial 3D Gaussians may suffer from misalignment between different views, we address this via view-specific deformation networks that adjust the position of Gaussians to be well aligned. In addition, we propose a multi-view score function that distills generative priors from multiple views to further enhance the view consistency and visual quality. Extensive experiments demonstrate that MVDrag3D provides a precise, generative, and flexible solution for 3D drag-based editing, supporting more versatile editing effects across various object categories and 3D representations.
ViewFusion: Towards Multi-View Consistency via Interpolated Denoising
Novel-view synthesis through diffusion models has demonstrated remarkable potential for generating diverse and high-quality images. Yet, the independent process of image generation in these prevailing methods leads to challenges in maintaining multiple-view consistency. To address this, we introduce ViewFusion, a novel, training-free algorithm that can be seamlessly integrated into existing pre-trained diffusion models. Our approach adopts an auto-regressive method that implicitly leverages previously generated views as context for the next view generation, ensuring robust multi-view consistency during the novel-view generation process. Through a diffusion process that fuses known-view information via interpolated denoising, our framework successfully extends single-view conditioned models to work in multiple-view conditional settings without any additional fine-tuning. Extensive experimental results demonstrate the effectiveness of ViewFusion in generating consistent and detailed novel views.
Freeview Sketching: View-Aware Fine-Grained Sketch-Based Image Retrieval
In this paper, we delve into the intricate dynamics of Fine-Grained Sketch-Based Image Retrieval (FG-SBIR) by addressing a critical yet overlooked aspect -- the choice of viewpoint during sketch creation. Unlike photo systems that seamlessly handle diverse views through extensive datasets, sketch systems, with limited data collected from fixed perspectives, face challenges. Our pilot study, employing a pre-trained FG-SBIR model, highlights the system's struggle when query-sketches differ in viewpoint from target instances. Interestingly, a questionnaire however shows users desire autonomy, with a significant percentage favouring view-specific retrieval. To reconcile this, we advocate for a view-aware system, seamlessly accommodating both view-agnostic and view-specific tasks. Overcoming dataset limitations, our first contribution leverages multi-view 2D projections of 3D objects, instilling cross-modal view awareness. The second contribution introduces a customisable cross-modal feature through disentanglement, allowing effortless mode switching. Extensive experiments on standard datasets validate the effectiveness of our method.
MVDream: Multi-view Diffusion for 3D Generation
We propose MVDream, a multi-view diffusion model that is able to generate geometrically consistent multi-view images from a given text prompt. By leveraging image diffusion models pre-trained on large-scale web datasets and a multi-view dataset rendered from 3D assets, the resulting multi-view diffusion model can achieve both the generalizability of 2D diffusion and the consistency of 3D data. Such a model can thus be applied as a multi-view prior for 3D generation via Score Distillation Sampling, where it greatly improves the stability of existing 2D-lifting methods by solving the 3D consistency problem. Finally, we show that the multi-view diffusion model can also be fine-tuned under a few shot setting for personalized 3D generation, i.e. DreamBooth3D application, where the consistency can be maintained after learning the subject identity.
Omniview-Tuning: Boosting Viewpoint Invariance of Vision-Language Pre-training Models
Vision-Language Pre-training (VLP) models like CLIP have achieved remarkable success in computer vision and particularly demonstrated superior robustness to distribution shifts of 2D images. However, their robustness under 3D viewpoint variations is still limited, which can hinder the development for real-world applications. This paper successfully addresses this concern while keeping VLPs' original performance by breaking through two primary obstacles: 1) the scarcity of training data and 2) the suboptimal fine-tuning paradigms. To combat data scarcity, we build the Multi-View Caption (MVCap) dataset -- a comprehensive collection of over four million multi-view image-text pairs across more than 100K objects, providing more potential for VLP models to develop generalizable viewpoint-invariant representations. To address the limitations of existing paradigms in performance trade-offs and training efficiency, we design a novel fine-tuning framework named Omniview-Tuning (OVT). Specifically, OVT introduces a Cross-Viewpoint Alignment objective through a minimax-like optimization strategy, which effectively aligns representations of identical objects from diverse viewpoints without causing overfitting. Additionally, OVT fine-tunes VLP models in a parameter-efficient manner, leading to minimal computational cost. Extensive experiments on various VLP models with different architectures validate that OVT significantly improves the models' resilience to viewpoint shifts and keeps the original performance, establishing a pioneering standard for boosting the viewpoint invariance of VLP models.
Poly-View Contrastive Learning
Contrastive learning typically matches pairs of related views among a number of unrelated negative views. Views can be generated (e.g. by augmentations) or be observed. We investigate matching when there are more than two related views which we call poly-view tasks, and derive new representation learning objectives using information maximization and sufficient statistics. We show that with unlimited computation, one should maximize the number of related views, and with a fixed compute budget, it is beneficial to decrease the number of unique samples whilst increasing the number of views of those samples. In particular, poly-view contrastive models trained for 128 epochs with batch size 256 outperform SimCLR trained for 1024 epochs at batch size 4096 on ImageNet1k, challenging the belief that contrastive models require large batch sizes and many training epochs.
Tinker: Diffusion's Gift to 3D--Multi-View Consistent Editing From Sparse Inputs without Per-Scene Optimization
We introduce Tinker, a versatile framework for high-fidelity 3D editing that operates in both one-shot and few-shot regimes without any per-scene finetuning. Unlike prior techniques that demand extensive per-scene optimization to ensure multi-view consistency or to produce dozens of consistent edited input views, Tinker delivers robust, multi-view consistent edits from as few as one or two images. This capability stems from repurposing pretrained diffusion models, which unlocks their latent 3D awareness. To drive research in this space, we curate the first large-scale multi-view editing dataset and data pipeline, spanning diverse scenes and styles. Building on this dataset, we develop our framework capable of generating multi-view consistent edited views without per-scene training, which consists of two novel components: (1) Referring multi-view editor: Enables precise, reference-driven edits that remain coherent across all viewpoints. (2) Any-view-to-video synthesizer: Leverages spatial-temporal priors from video diffusion to perform high-quality scene completion and novel-view generation even from sparse inputs. Through extensive experiments, Tinker significantly reduces the barrier to generalizable 3D content creation, achieving state-of-the-art performance on editing, novel-view synthesis, and rendering enhancement tasks. We believe that Tinker represents a key step towards truly scalable, zero-shot 3D editing. Project webpage: https://aim-uofa.github.io/Tinker
Faster VGGT with Block-Sparse Global Attention
Efficient and accurate feed-forward multi-view reconstruction has long been an important task in computer vision. Recent transformer-based models like VGGT and pi^3 have achieved impressive results with simple architectures, yet they face an inherent runtime bottleneck, due to the quadratic complexity of the global attention layers, that limits the scalability to large image sets. In this paper, we empirically analyze the global attention matrix of these models and observe that probability mass concentrates on a small subset of patch-patch interactions that correspond to cross-view geometric matches. Motivated by the structured attention and inspired by recent advancement in large language models, we propose a replacement for the dense global attention operation based on highly optimized block-sparse kernels, yielding up to 4times faster inference with comparable task performance. Our retrofit requires no retraining of the backbone, extends to both VGGT and pi^3, and supports large image collections. Evaluations on a comprehensive suite of multi-view benchmarks demonstrate the effectiveness of our approach.
VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model
Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.
360+x: A Panoptic Multi-modal Scene Understanding Dataset
Human perception of the world is shaped by a multitude of viewpoints and modalities. While many existing datasets focus on scene understanding from a certain perspective (e.g. egocentric or third-person views), our dataset offers a panoptic perspective (i.e. multiple viewpoints with multiple data modalities). Specifically, we encapsulate third-person panoramic and front views, as well as egocentric monocular/binocular views with rich modalities including video, multi-channel audio, directional binaural delay, location data and textual scene descriptions within each scene captured, presenting comprehensive observation of the world. Figure 1 offers a glimpse of all 28 scene categories of our 360+x dataset. To the best of our knowledge, this is the first database that covers multiple viewpoints with multiple data modalities to mimic how daily information is accessed in the real world. Through our benchmark analysis, we presented 5 different scene understanding tasks on the proposed 360+x dataset to evaluate the impact and benefit of each data modality and perspective in panoptic scene understanding. We hope this unique dataset could broaden the scope of comprehensive scene understanding and encourage the community to approach these problems from more diverse perspectives.
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.
MVGS: Multi-view-regulated Gaussian Splatting for Novel View Synthesis
Recent works in volume rendering, e.g. NeRF and 3D Gaussian Splatting (3DGS), significantly advance the rendering quality and efficiency with the help of the learned implicit neural radiance field or 3D Gaussians. Rendering on top of an explicit representation, the vanilla 3DGS and its variants deliver real-time efficiency by optimizing the parametric model with single-view supervision per iteration during training which is adopted from NeRF. Consequently, certain views are overfitted, leading to unsatisfying appearance in novel-view synthesis and imprecise 3D geometries. To solve aforementioned problems, we propose a new 3DGS optimization method embodying four key novel contributions: 1) We transform the conventional single-view training paradigm into a multi-view training strategy. With our proposed multi-view regulation, 3D Gaussian attributes are further optimized without overfitting certain training views. As a general solution, we improve the overall accuracy in a variety of scenarios and different Gaussian variants. 2) Inspired by the benefit introduced by additional views, we further propose a cross-intrinsic guidance scheme, leading to a coarse-to-fine training procedure concerning different resolutions. 3) Built on top of our multi-view regulated training, we further propose a cross-ray densification strategy, densifying more Gaussian kernels in the ray-intersect regions from a selection of views. 4) By further investigating the densification strategy, we found that the effect of densification should be enhanced when certain views are distinct dramatically. As a solution, we propose a novel multi-view augmented densification strategy, where 3D Gaussians are encouraged to get densified to a sufficient number accordingly, resulting in improved reconstruction accuracy.
Generative Multiplane Neural Radiance for 3D-Aware Image Generation
We present a method to efficiently generate 3D-aware high-resolution images that are view-consistent across multiple target views. The proposed multiplane neural radiance model, named GMNR, consists of a novel {\alpha}-guided view-dependent representation ({\alpha}-VdR) module for learning view-dependent information. The {\alpha}-VdR module, faciliated by an {\alpha}-guided pixel sampling technique, computes the view-dependent representation efficiently by learning viewing direction and position coefficients. Moreover, we propose a view-consistency loss to enforce photometric similarity across multiple views. The GMNR model can generate 3D-aware high-resolution images that are viewconsistent across multiple camera poses, while maintaining the computational efficiency in terms of both training and inference time. Experiments on three datasets demonstrate the effectiveness of the proposed modules, leading to favorable results in terms of both generation quality and inference time, compared to existing approaches. Our GMNR model generates 3D-aware images of 1024 X 1024 pixels with 17.6 FPS on a single V100. Code : https://github.com/VIROBO-15/GMNR
VSFormer: Mining Correlations in Flexible View Set for Multi-view 3D Shape Understanding
View-based methods have demonstrated promising performance in 3D shape understanding. However, they tend to make strong assumptions about the relations between views or learn the multi-view correlations indirectly, which limits the flexibility of exploring inter-view correlations and the effectiveness of target tasks. To overcome the above problems, this paper investigates flexible organization and explicit correlation learning for multiple views. In particular, we propose to incorporate different views of a 3D shape into a permutation-invariant set, referred to as View Set, which removes rigid relation assumptions and facilitates adequate information exchange and fusion among views. Based on that, we devise a nimble Transformer model, named VSFormer, to explicitly capture pairwise and higher-order correlations of all elements in the set. Meanwhile, we theoretically reveal a natural correspondence between the Cartesian product of a view set and the correlation matrix in the attention mechanism, which supports our model design. Comprehensive experiments suggest that VSFormer has better flexibility, efficient inference efficiency and superior performance. Notably, VSFormer reaches state-of-the-art results on various 3d recognition datasets, including ModelNet40, ScanObjectNN and RGBD. It also establishes new records on the SHREC'17 retrieval benchmark. The code and datasets are available at https://github.com/auniquesun/VSFormer.
A Diffusion Approach to Radiance Field Relighting using Multi-Illumination Synthesis
Relighting radiance fields is severely underconstrained for multi-view data, which is most often captured under a single illumination condition; It is especially hard for full scenes containing multiple objects. We introduce a method to create relightable radiance fields using such single-illumination data by exploiting priors extracted from 2D image diffusion models. We first fine-tune a 2D diffusion model on a multi-illumination dataset conditioned by light direction, allowing us to augment a single-illumination capture into a realistic -- but possibly inconsistent -- multi-illumination dataset from directly defined light directions. We use this augmented data to create a relightable radiance field represented by 3D Gaussian splats. To allow direct control of light direction for low-frequency lighting, we represent appearance with a multi-layer perceptron parameterized on light direction. To enforce multi-view consistency and overcome inaccuracies we optimize a per-image auxiliary feature vector. We show results on synthetic and real multi-view data under single illumination, demonstrating that our method successfully exploits 2D diffusion model priors to allow realistic 3D relighting for complete scenes. Project site https://repo-sam.inria.fr/fungraph/generative-radiance-field-relighting/
Point Cloud Self-supervised Learning via 3D to Multi-view Masked Autoencoder
In recent years, the field of 3D self-supervised learning has witnessed significant progress, resulting in the emergence of Multi-Modality Masked AutoEncoders (MAE) methods that leverage both 2D images and 3D point clouds for pre-training. However, a notable limitation of these approaches is that they do not fully utilize the multi-view attributes inherent in 3D point clouds, which is crucial for a deeper understanding of 3D structures. Building upon this insight, we introduce a novel approach employing a 3D to multi-view masked autoencoder to fully harness the multi-modal attributes of 3D point clouds. To be specific, our method uses the encoded tokens from 3D masked point clouds to generate original point clouds and multi-view depth images across various poses. This approach not only enriches the model's comprehension of geometric structures but also leverages the inherent multi-modal properties of point clouds. Our experiments illustrate the effectiveness of the proposed method for different tasks and under different settings. Remarkably, our method outperforms state-of-the-art counterparts by a large margin in a variety of downstream tasks, including 3D object classification, few-shot learning, part segmentation, and 3D object detection. Code will be available at: https://github.com/Zhimin-C/Multiview-MAE
MV-Adapter: Multi-view Consistent Image Generation Made Easy
Existing multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility.
Drag View: Generalizable Novel View Synthesis with Unposed Imagery
We introduce DragView, a novel and interactive framework for generating novel views of unseen scenes. DragView initializes the new view from a single source image, and the rendering is supported by a sparse set of unposed multi-view images, all seamlessly executed within a single feed-forward pass. Our approach begins with users dragging a source view through a local relative coordinate system. Pixel-aligned features are obtained by projecting the sampled 3D points along the target ray onto the source view. We then incorporate a view-dependent modulation layer to effectively handle occlusion during the projection. Additionally, we broaden the epipolar attention mechanism to encompass all source pixels, facilitating the aggregation of initialized coordinate-aligned point features from other unposed views. Finally, we employ another transformer to decode ray features into final pixel intensities. Crucially, our framework does not rely on either 2D prior models or the explicit estimation of camera poses. During testing, DragView showcases the capability to generalize to new scenes unseen during training, also utilizing only unposed support images, enabling the generation of photo-realistic new views characterized by flexible camera trajectories. In our experiments, we conduct a comprehensive comparison of the performance of DragView with recent scene representation networks operating under pose-free conditions, as well as with generalizable NeRFs subject to noisy test camera poses. DragView consistently demonstrates its superior performance in view synthesis quality, while also being more user-friendly. Project page: https://zhiwenfan.github.io/DragView/.
