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Apr 15

DreamScene4D: Dynamic Multi-Object Scene Generation from Monocular Videos

View-predictive generative models provide strong priors for lifting object-centric images and videos into 3D and 4D through rendering and score distillation objectives. A question then remains: what about lifting complete multi-object dynamic scenes? There are two challenges in this direction: First, rendering error gradients are often insufficient to recover fast object motion, and second, view predictive generative models work much better for objects than whole scenes, so, score distillation objectives cannot currently be applied at the scene level directly. We present DreamScene4D, the first approach to generate 3D dynamic scenes of multiple objects from monocular videos via 360-degree novel view synthesis. Our key insight is a "decompose-recompose" approach that factorizes the video scene into the background and object tracks, while also factorizing object motion into 3 components: object-centric deformation, object-to-world-frame transformation, and camera motion. Such decomposition permits rendering error gradients and object view-predictive models to recover object 3D completions and deformations while bounding box tracks guide the large object movements in the scene. We show extensive results on challenging DAVIS, Kubric, and self-captured videos with quantitative comparisons and a user preference study. Besides 4D scene generation, DreamScene4D obtains accurate 2D persistent point track by projecting the inferred 3D trajectories to 2D. We will release our code and hope our work will stimulate more research on fine-grained 4D understanding from videos.

  • 3 authors
·
May 3, 2024

Aligned Novel View Image and Geometry Synthesis via Cross-modal Attention Instillation

We introduce a diffusion-based framework that performs aligned novel view image and geometry generation via a warping-and-inpainting methodology. Unlike prior methods that require dense posed images or pose-embedded generative models limited to in-domain views, our method leverages off-the-shelf geometry predictors to predict partial geometries viewed from reference images, and formulates novel-view synthesis as an inpainting task for both image and geometry. To ensure accurate alignment between generated images and geometry, we propose cross-modal attention distillation, where attention maps from the image diffusion branch are injected into a parallel geometry diffusion branch during both training and inference. This multi-task approach achieves synergistic effects, facilitating geometrically robust image synthesis as well as well-defined geometry prediction. We further introduce proximity-based mesh conditioning to integrate depth and normal cues, interpolating between point cloud and filtering erroneously predicted geometry from influencing the generation process. Empirically, our method achieves high-fidelity extrapolative view synthesis on both image and geometry across a range of unseen scenes, delivers competitive reconstruction quality under interpolation settings, and produces geometrically aligned colored point clouds for comprehensive 3D completion. Project page is available at https://cvlab-kaist.github.io/MoAI.

  • 7 authors
·
Jun 13, 2025 2

ObjFiller-3D: Consistent Multi-view 3D Inpainting via Video Diffusion Models

3D inpainting often relies on multi-view 2D image inpainting, where the inherent inconsistencies across different inpainted views can result in blurred textures, spatial discontinuities, and distracting visual artifacts. These inconsistencies pose significant challenges when striving for accurate and realistic 3D object completion, particularly in applications that demand high fidelity and structural coherence. To overcome these limitations, we propose ObjFiller-3D, a novel method designed for the completion and editing of high-quality and consistent 3D objects. Instead of employing a conventional 2D image inpainting model, our approach leverages a curated selection of state-of-the-art video editing model to fill in the masked regions of 3D objects. We analyze the representation gap between 3D and videos, and propose an adaptation of a video inpainting model for 3D scene inpainting. In addition, we introduce a reference-based 3D inpainting method to further enhance the quality of reconstruction. Experiments across diverse datasets show that compared to previous methods, ObjFiller-3D produces more faithful and fine-grained reconstructions (PSNR of 26.6 vs. NeRFiller (15.9) and LPIPS of 0.19 vs. Instant3dit (0.25)). Moreover, it demonstrates strong potential for practical deployment in real-world 3D editing applications. Project page: https://objfiller3d.github.io/ Code: https://github.com/objfiller3d/ObjFiller-3D .

  • 7 authors
·
Aug 25, 2025 2

ForeHOI: Feed-forward 3D Object Reconstruction from Daily Hand-Object Interaction Videos

The ubiquity of monocular videos capturing daily hand-object interactions presents a valuable resource for embodied intelligence. While 3D hand reconstruction from in-the-wild videos has seen significant progress, reconstructing the involved objects remains challenging due to severe occlusions and the complex, coupled motion of the camera, hands, and object. In this paper, we introduce ForeHOI, a novel feed-forward model that directly reconstructs 3D object geometry from monocular hand-object interaction videos within one minute of inference time, eliminating the need for any pre-processing steps. Our key insight is that, the joint prediction of 2D mask inpainting and 3D shape completion in a feed-forward framework can effectively address the problem of severe occlusion in monocular hand-held object videos, thereby achieving results that outperform the performance of optimization-based methods. The information exchanges between the 2D and 3D shape completion boosts the overall reconstruction quality, enabling the framework to effectively handle severe hand-object occlusion. Furthermore, to support the training of our model, we contribute the first large-scale, high-fidelity synthetic dataset of hand-object interactions with comprehensive annotations. Extensive experiments demonstrate that ForeHOI achieves state-of-the-art performance in object reconstruction, significantly outperforming previous methods with around a 100x speedup. Code and data are available at: https://github.com/Tao-11-chen/ForeHOI.

  • 7 authors
·
Feb 5

Quantum Visual Fields with Neural Amplitude Encoding

Quantum Implicit Neural Representations (QINRs) include components for learning and execution on gate-based quantum computers. While QINRs recently emerged as a promising new paradigm, many challenges concerning their architecture and ansatz design, the utility of quantum-mechanical properties, training efficiency and the interplay with classical modules remain. This paper advances the field by introducing a new type of QINR for 2D image and 3D geometric field learning, which we collectively refer to as Quantum Visual Field (QVF). QVF encodes classical data into quantum statevectors using neural amplitude encoding grounded in a learnable energy manifold, ensuring meaningful Hilbert space embeddings. Our ansatz follows a fully entangled design of learnable parametrised quantum circuits, with quantum (unitary) operations performed in the real Hilbert space, resulting in numerically stable training with fast convergence. QVF does not rely on classical post-processing -- in contrast to the previous QINR learning approach -- and directly employs projective measurement to extract learned signals encoded in the ansatz. Experiments on a quantum hardware simulator demonstrate that QVF outperforms the existing quantum approach and widely used classical foundational baselines in terms of visual representation accuracy across various metrics and model characteristics, such as learning of high-frequency details. We also show applications of QVF in 2D and 3D field completion and 3D shape interpolation, highlighting its practical potential.

  • 3 authors
·
Aug 14, 2025

3D-Fixer: Coarse-to-Fine In-place Completion for 3D Scenes from a Single Image

Compositional 3D scene generation from a single view requires the simultaneous recovery of scene layout and 3D assets. Existing approaches mainly fall into two categories: feed-forward generation methods and per-instance generation methods. The former directly predict 3D assets with explicit 6DoF poses through efficient network inference, but they generalize poorly to complex scenes. The latter improve generalization through a divide-and-conquer strategy, but suffer from time-consuming pose optimization. To bridge this gap, we introduce 3D-Fixer, a novel in-place completion paradigm. Specifically, 3D-Fixer extends 3D object generative priors to generate complete 3D assets conditioned on the partially visible point cloud at the original locations, which are cropped from the fragmented geometry obtained from the geometry estimation methods. Unlike prior works that require explicit pose alignment, 3D-Fixer uses fragmented geometry as a spatial anchor to preserve layout fidelity. At its core, we propose a coarse-to-fine generation scheme to resolve boundary ambiguity under occlusion, supported by a dual-branch conditioning network and an Occlusion-Robust Feature Alignment (ORFA) strategy for stable training. Furthermore, to address the data scarcity bottleneck, we present ARSG-110K, the largest scene-level dataset to date, comprising over 110K diverse scenes and 3M annotated images with high-fidelity 3D ground truth. Extensive experiments show that 3D-Fixer achieves state-of-the-art geometric accuracy, which significantly outperforms baselines such as MIDI and Gen3DSR, while maintaining the efficiency of the diffusion process. Code and data will be publicly available at https://zx-yin.github.io/3dfixer.

  • 7 authors
·
Apr 5

NDC-Scene: Boost Monocular 3D Semantic Scene Completion in Normalized Device Coordinates Space

Monocular 3D Semantic Scene Completion (SSC) has garnered significant attention in recent years due to its potential to predict complex semantics and geometry shapes from a single image, requiring no 3D inputs. In this paper, we identify several critical issues in current state-of-the-art methods, including the Feature Ambiguity of projected 2D features in the ray to the 3D space, the Pose Ambiguity of the 3D convolution, and the Computation Imbalance in the 3D convolution across different depth levels. To address these problems, we devise a novel Normalized Device Coordinates scene completion network (NDC-Scene) that directly extends the 2D feature map to a Normalized Device Coordinates (NDC) space, rather than to the world space directly, through progressive restoration of the dimension of depth with deconvolution operations. Experiment results demonstrate that transferring the majority of computation from the target 3D space to the proposed normalized device coordinates space benefits monocular SSC tasks. Additionally, we design a Depth-Adaptive Dual Decoder to simultaneously upsample and fuse the 2D and 3D feature maps, further improving overall performance. Our extensive experiments confirm that the proposed method consistently outperforms state-of-the-art methods on both outdoor SemanticKITTI and indoor NYUv2 datasets. Our code are available at https://github.com/Jiawei-Yao0812/NDCScene.

  • 7 authors
·
Sep 25, 2023

Diffusion Distillation With Direct Preference Optimization For Efficient 3D LiDAR Scene Completion

The application of diffusion models in 3D LiDAR scene completion is limited due to diffusion's slow sampling speed. Score distillation accelerates diffusion sampling but with performance degradation, while post-training with direct policy optimization (DPO) boosts performance using preference data. This paper proposes Distillation-DPO, a novel diffusion distillation framework for LiDAR scene completion with preference aligment. First, the student model generates paired completion scenes with different initial noises. Second, using LiDAR scene evaluation metrics as preference, we construct winning and losing sample pairs. Such construction is reasonable, since most LiDAR scene metrics are informative but non-differentiable to be optimized directly. Third, Distillation-DPO optimizes the student model by exploiting the difference in score functions between the teacher and student models on the paired completion scenes. Such procedure is repeated until convergence. Extensive experiments demonstrate that, compared to state-of-the-art LiDAR scene completion diffusion models, Distillation-DPO achieves higher-quality scene completion while accelerating the completion speed by more than 5-fold. Our method is the first to explore adopting preference learning in distillation to the best of our knowledge and provide insights into preference-aligned distillation. Our code is public available on https://github.com/happyw1nd/DistillationDPO.

  • 8 authors
·
Apr 15, 2025 2

FlexPainter: Flexible and Multi-View Consistent Texture Generation

Texture map production is an important part of 3D modeling and determines the rendering quality. Recently, diffusion-based methods have opened a new way for texture generation. However, restricted control flexibility and limited prompt modalities may prevent creators from producing desired results. Furthermore, inconsistencies between generated multi-view images often lead to poor texture generation quality. To address these issues, we introduce FlexPainter, a novel texture generation pipeline that enables flexible multi-modal conditional guidance and achieves highly consistent texture generation. A shared conditional embedding space is constructed to perform flexible aggregation between different input modalities. Utilizing such embedding space, we present an image-based CFG method to decompose structural and style information, achieving reference image-based stylization. Leveraging the 3D knowledge within the image diffusion prior, we first generate multi-view images simultaneously using a grid representation to enhance global understanding. Meanwhile, we propose a view synchronization and adaptive weighting module during diffusion sampling to further ensure local consistency. Finally, a 3D-aware texture completion model combined with a texture enhancement model is used to generate seamless, high-resolution texture maps. Comprehensive experiments demonstrate that our framework significantly outperforms state-of-the-art methods in both flexibility and generation quality.

  • 10 authors
·
Jun 3, 2025 2

Behind the Veil: Enhanced Indoor 3D Scene Reconstruction with Occluded Surfaces Completion

In this paper, we present a novel indoor 3D reconstruction method with occluded surface completion, given a sequence of depth readings. Prior state-of-the-art (SOTA) methods only focus on the reconstruction of the visible areas in a scene, neglecting the invisible areas due to the occlusions, e.g., the contact surface between furniture, occluded wall and floor. Our method tackles the task of completing the occluded scene surfaces, resulting in a complete 3D scene mesh. The core idea of our method is learning 3D geometry prior from various complete scenes to infer the occluded geometry of an unseen scene from solely depth measurements. We design a coarse-fine hierarchical octree representation coupled with a dual-decoder architecture, i.e., Geo-decoder and 3D Inpainter, which jointly reconstructs the complete 3D scene geometry. The Geo-decoder with detailed representation at fine levels is optimized online for each scene to reconstruct visible surfaces. The 3D Inpainter with abstract representation at coarse levels is trained offline using various scenes to complete occluded surfaces. As a result, while the Geo-decoder is specialized for an individual scene, the 3D Inpainter can be generally applied across different scenes. We evaluate the proposed method on the 3D Completed Room Scene (3D-CRS) and iTHOR datasets, significantly outperforming the SOTA methods by a gain of 16.8% and 24.2% in terms of the completeness of 3D reconstruction. 3D-CRS dataset including a complete 3D mesh of each scene is provided at project webpage.

  • 7 authors
·
Apr 3, 2024

CroCo: Self-Supervised Pre-training for 3D Vision Tasks by Cross-View Completion

Masked Image Modeling (MIM) has recently been established as a potent pre-training paradigm. A pretext task is constructed by masking patches in an input image, and this masked content is then predicted by a neural network using visible patches as sole input. This pre-training leads to state-of-the-art performance when finetuned for high-level semantic tasks, e.g. image classification and object detection. In this paper we instead seek to learn representations that transfer well to a wide variety of 3D vision and lower-level geometric downstream tasks, such as depth prediction or optical flow estimation. Inspired by MIM, we propose an unsupervised representation learning task trained from pairs of images showing the same scene from different viewpoints. More precisely, we propose the pretext task of cross-view completion where the first input image is partially masked, and this masked content has to be reconstructed from the visible content and the second image. In single-view MIM, the masked content often cannot be inferred precisely from the visible portion only, so the model learns to act as a prior influenced by high-level semantics. In contrast, this ambiguity can be resolved with cross-view completion from the second unmasked image, on the condition that the model is able to understand the spatial relationship between the two images. Our experiments show that our pretext task leads to significantly improved performance for monocular 3D vision downstream tasks such as depth estimation. In addition, our model can be directly applied to binocular downstream tasks like optical flow or relative camera pose estimation, for which we obtain competitive results without bells and whistles, i.e., using a generic architecture without any task-specific design.

  • 10 authors
·
Oct 19, 2022 1

PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Text- or image-to-3D generators and 3D scanners can now produce 3D assets with high-quality shapes and textures. These assets typically consist of a single, fused representation, like an implicit neural field, a Gaussian mixture, or a mesh, without any useful structure. However, most applications and creative workflows require assets to be made of several meaningful parts that can be manipulated independently. To address this gap, we introduce PartGen, a novel approach that generates 3D objects composed of meaningful parts starting from text, an image, or an unstructured 3D object. First, given multiple views of a 3D object, generated or rendered, a multi-view diffusion model extracts a set of plausible and view-consistent part segmentations, dividing the object into parts. Then, a second multi-view diffusion model takes each part separately, fills in the occlusions, and uses those completed views for 3D reconstruction by feeding them to a 3D reconstruction network. This completion process considers the context of the entire object to ensure that the parts integrate cohesively. The generative completion model can make up for the information missing due to occlusions; in extreme cases, it can hallucinate entirely invisible parts based on the input 3D asset. We evaluate our method on generated and real 3D assets and show that it outperforms segmentation and part-extraction baselines by a large margin. We also showcase downstream applications such as 3D part editing.

  • 7 authors
·
Dec 24, 2024 2

MT-Depth: Multi-task Instance feature analysis for the Depth Completion

Depth completion plays a vital role in 3D perception systems, especially in scenarios where sparse depth data must be densified for tasks such as autonomous driving, robotics, and augmented reality. While many existing approaches rely on semantic segmentation to guide depth completion, they often overlook the benefits of object-level understanding. In this work, we introduce an instance-aware depth completion framework that explicitly integrates binary instance masks as spatial priors to refine depth predictions. Our model combines four main components: a frozen YOLO V11 instance segmentation branch, a U-Net-based depth completion backbone, a cross-attention fusion module, and an attention-guided prediction head. The instance segmentation branch generates per-image foreground masks that guide the depth branch via cross-attention, allowing the network to focus on object-centric regions during refinement. We validate our method on the Virtual KITTI 2 dataset, showing that it achieves lower Root Mean Squared Error (RMSE) compared to both a U-Net-only baseline and previous semantic-guided methods, while maintaining competitive Mean Absolute Error (MAE). Qualitative and quantitative results demonstrate that the proposed model effectively enhances depth accuracy near object boundaries, occlusions, and thin structures. Our findings suggest that incorporating instance-aware cues offers a promising direction for improving depth completion without relying on dense semantic labels.

  • 3 authors
·
Dec 8, 2025

PG-RCNN: Semantic Surface Point Generation for 3D Object Detection

One of the main challenges in LiDAR-based 3D object detection is that the sensors often fail to capture the complete spatial information about the objects due to long distance and occlusion. Two-stage detectors with point cloud completion approaches tackle this problem by adding more points to the regions of interest (RoIs) with a pre-trained network. However, these methods generate dense point clouds of objects for all region proposals, assuming that objects always exist in the RoIs. This leads to the indiscriminate point generation for incorrect proposals as well. Motivated by this, we propose Point Generation R-CNN (PG-RCNN), a novel end-to-end detector that generates semantic surface points of foreground objects for accurate detection. Our method uses a jointly trained RoI point generation module to process the contextual information of RoIs and estimate the complete shape and displacement of foreground objects. For every generated point, PG-RCNN assigns a semantic feature that indicates the estimated foreground probability. Extensive experiments show that the point clouds generated by our method provide geometrically and semantically rich information for refining false positive and misaligned proposals. PG-RCNN achieves competitive performance on the KITTI benchmark, with significantly fewer parameters than state-of-the-art models. The code is available at https://github.com/quotation2520/PG-RCNN.

  • 6 authors
·
Jul 24, 2023

Text-guided Sparse Voxel Pruning for Efficient 3D Visual Grounding

In this paper, we propose an efficient multi-level convolution architecture for 3D visual grounding. Conventional methods are difficult to meet the requirements of real-time inference due to the two-stage or point-based architecture. Inspired by the success of multi-level fully sparse convolutional architecture in 3D object detection, we aim to build a new 3D visual grounding framework following this technical route. However, as in 3D visual grounding task the 3D scene representation should be deeply interacted with text features, sparse convolution-based architecture is inefficient for this interaction due to the large amount of voxel features. To this end, we propose text-guided pruning (TGP) and completion-based addition (CBA) to deeply fuse 3D scene representation and text features in an efficient way by gradual region pruning and target completion. Specifically, TGP iteratively sparsifies the 3D scene representation and thus efficiently interacts the voxel features with text features by cross-attention. To mitigate the affect of pruning on delicate geometric information, CBA adaptively fixes the over-pruned region by voxel completion with negligible computational overhead. Compared with previous single-stage methods, our method achieves top inference speed and surpasses previous fastest method by 100\% FPS. Our method also achieves state-of-the-art accuracy even compared with two-stage methods, with +1.13 lead of Acc@0.5 on ScanRefer, and +2.6 and +3.2 leads on NR3D and SR3D respectively. The code is available at https://github.com/GWxuan/TSP3D{https://github.com/GWxuan/TSP3D}.

  • 6 authors
·
Feb 14, 2025 2

SVDC: Consistent Direct Time-of-Flight Video Depth Completion with Frequency Selective Fusion

Lightweight direct Time-of-Flight (dToF) sensors are ideal for 3D sensing on mobile devices. However, due to the manufacturing constraints of compact devices and the inherent physical principles of imaging, dToF depth maps are sparse and noisy. In this paper, we propose a novel video depth completion method, called SVDC, by fusing the sparse dToF data with the corresponding RGB guidance. Our method employs a multi-frame fusion scheme to mitigate the spatial ambiguity resulting from the sparse dToF imaging. Misalignment between consecutive frames during multi-frame fusion could cause blending between object edges and the background, which results in a loss of detail. To address this, we introduce an adaptive frequency selective fusion (AFSF) module, which automatically selects convolution kernel sizes to fuse multi-frame features. Our AFSF utilizes a channel-spatial enhancement attention (CSEA) module to enhance features and generates an attention map as fusion weights. The AFSF ensures edge detail recovery while suppressing high-frequency noise in smooth regions. To further enhance temporal consistency, We propose a cross-window consistency loss to ensure consistent predictions across different windows, effectively reducing flickering. Our proposed SVDC achieves optimal accuracy and consistency on the TartanAir and Dynamic Replica datasets. Code is available at https://github.com/Lan1eve/SVDC.

  • 8 authors
·
Mar 3, 2025

Relightify: Relightable 3D Faces from a Single Image via Diffusion Models

Following the remarkable success of diffusion models on image generation, recent works have also demonstrated their impressive ability to address a number of inverse problems in an unsupervised way, by properly constraining the sampling process based on a conditioning input. Motivated by this, in this paper, we present the first approach to use diffusion models as a prior for highly accurate 3D facial BRDF reconstruction from a single image. We start by leveraging a high-quality UV dataset of facial reflectance (diffuse and specular albedo and normals), which we render under varying illumination settings to simulate natural RGB textures and, then, train an unconditional diffusion model on concatenated pairs of rendered textures and reflectance components. At test time, we fit a 3D morphable model to the given image and unwrap the face in a partial UV texture. By sampling from the diffusion model, while retaining the observed texture part intact, the model inpaints not only the self-occluded areas but also the unknown reflectance components, in a single sequence of denoising steps. In contrast to existing methods, we directly acquire the observed texture from the input image, thus, resulting in more faithful and consistent reflectance estimation. Through a series of qualitative and quantitative comparisons, we demonstrate superior performance in both texture completion as well as reflectance reconstruction tasks.

  • 4 authors
·
May 10, 2023

PacGDC: Label-Efficient Generalizable Depth Completion with Projection Ambiguity and Consistency

Generalizable depth completion enables the acquisition of dense metric depth maps for unseen environments, offering robust perception capabilities for various downstream tasks. However, training such models typically requires large-scale datasets with metric depth labels, which are often labor-intensive to collect. This paper presents PacGDC, a label-efficient technique that enhances data diversity with minimal annotation effort for generalizable depth completion. PacGDC builds on novel insights into inherent ambiguities and consistencies in object shapes and positions during 2D-to-3D projection, allowing the synthesis of numerous pseudo geometries for the same visual scene. This process greatly broadens available geometries by manipulating scene scales of the corresponding depth maps. To leverage this property, we propose a new data synthesis pipeline that uses multiple depth foundation models as scale manipulators. These models robustly provide pseudo depth labels with varied scene scales, affecting both local objects and global layouts, while ensuring projection consistency that supports generalization. To further diversify geometries, we incorporate interpolation and relocation strategies, as well as unlabeled images, extending the data coverage beyond the individual use of foundation models. Extensive experiments show that PacGDC achieves remarkable generalizability across multiple benchmarks, excelling in diverse scene semantics/scales and depth sparsity/patterns under both zero-shot and few-shot settings. Code: https://github.com/Wang-xjtu/PacGDC.

  • 5 authors
·
Jul 9, 2025

GaussVideoDreamer: 3D Scene Generation with Video Diffusion and Inconsistency-Aware Gaussian Splatting

Single-image 3D scene reconstruction presents significant challenges due to its inherently ill-posed nature and limited input constraints. Recent advances have explored two promising directions: multiview generative models that train on 3D consistent datasets but struggle with out-of-distribution generalization, and 3D scene inpainting and completion frameworks that suffer from cross-view inconsistency and suboptimal error handling, as they depend exclusively on depth data or 3D smoothness, which ultimately degrades output quality and computational performance. Building upon these approaches, we present GaussVideoDreamer, which advances generative multimedia approaches by bridging the gap between image, video, and 3D generation, integrating their strengths through two key innovations: (1) A progressive video inpainting strategy that harnesses temporal coherence for improved multiview consistency and faster convergence. (2) A 3D Gaussian Splatting consistency mask to guide the video diffusion with 3D consistent multiview evidence. Our pipeline combines three core components: a geometry-aware initialization protocol, Inconsistency-Aware Gaussian Splatting, and a progressive video inpainting strategy. Experimental results demonstrate that our approach achieves 32% higher LLaVA-IQA scores and at least 2x speedup compared to existing methods while maintaining robust performance across diverse scenes.

  • 5 authors
·
Apr 14, 2025

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

  • 6 authors
·
Aug 20, 2025 2

OccAny: Generalized Unconstrained Urban 3D Occupancy

Relying on in-domain annotations and precise sensor-rig priors, existing 3D occupancy prediction methods are limited in both scalability and out-of-domain generalization. While recent visual geometry foundation models exhibit strong generalization capabilities, they were mainly designed for general purposes and lack one or more key ingredients required for urban occupancy prediction, namely metric prediction, geometry completion in cluttered scenes and adaptation to urban scenarios. We address this gap and present OccAny, the first unconstrained urban 3D occupancy model capable of operating on out-of-domain uncalibrated scenes to predict and complete metric occupancy coupled with segmentation features. OccAny is versatile and can predict occupancy from sequential, monocular, or surround-view images. Our contributions are three-fold: (i) we propose the first generalized 3D occupancy framework with (ii) Segmentation Forcing that improves occupancy quality while enabling mask-level prediction, and (iii) a Novel View Rendering pipeline that infers novel-view geometry to enable test-time view augmentation for geometry completion. Extensive experiments demonstrate that OccAny outperforms all visual geometry baselines on 3D occupancy prediction task, while remaining competitive with in-domain self-supervised methods across three input settings on two established urban occupancy prediction datasets. Our code is available at https://github.com/valeoai/OccAny .

  • 2 authors
·
Mar 24

AugUndo: Scaling Up Augmentations for Monocular Depth Completion and Estimation

Unsupervised depth completion and estimation methods are trained by minimizing reconstruction error. Block artifacts from resampling, intensity saturation, and occlusions are amongst the many undesirable by-products of common data augmentation schemes that affect image reconstruction quality, and thus the training signal. Hence, typical augmentations on images viewed as essential to training pipelines in other vision tasks have seen limited use beyond small image intensity changes and flipping. The sparse depth modality in depth completion have seen even less use as intensity transformations alter the scale of the 3D scene, and geometric transformations may decimate the sparse points during resampling. We propose a method that unlocks a wide range of previously-infeasible geometric augmentations for unsupervised depth completion and estimation. This is achieved by reversing, or ``undo''-ing, geometric transformations to the coordinates of the output depth, warping the depth map back to the original reference frame. This enables computing the reconstruction losses using the original images and sparse depth maps, eliminating the pitfalls of naive loss computation on the augmented inputs and allowing us to scale up augmentations to boost performance. We demonstrate our method on indoor (VOID) and outdoor (KITTI) datasets, where we consistently improve upon recent methods across both datasets as well as generalization to four other datasets. Code available at: https://github.com/alexklwong/augundo.

  • 6 authors
·
Oct 15, 2023

NAISR: A 3D Neural Additive Model for Interpretable Shape Representation

Deep implicit functions (DIFs) have emerged as a powerful paradigm for many computer vision tasks such as 3D shape reconstruction, generation, registration, completion, editing, and understanding. However, given a set of 3D shapes with associated covariates there is at present no shape representation method which allows to precisely represent the shapes while capturing the individual dependencies on each covariate. Such a method would be of high utility to researchers to discover knowledge hidden in a population of shapes. For scientific shape discovery, we propose a 3D Neural Additive Model for Interpretable Shape Representation (NAISR) which describes individual shapes by deforming a shape atlas in accordance to the effect of disentangled covariates. Our approach captures shape population trends and allows for patient-specific predictions through shape transfer. NAISR is the first approach to combine the benefits of deep implicit shape representations with an atlas deforming according to specified covariates. We evaluate NAISR with respect to shape reconstruction, shape disentanglement, shape evolution, and shape transfer on three datasets: 1) Starman, a simulated 2D shape dataset; 2) the ADNI hippocampus 3D shape dataset; and 3) a pediatric airway 3D shape dataset. Our experiments demonstrate that Starman achieves excellent shape reconstruction performance while retaining interpretability. Our code is available at https://github.com/uncbiag/NAISR{https://github.com/uncbiag/NAISR}.

  • 11 authors
·
Mar 16, 2023

CenterSnap: Single-Shot Multi-Object 3D Shape Reconstruction and Categorical 6D Pose and Size Estimation

This paper studies the complex task of simultaneous multi-object 3D reconstruction, 6D pose and size estimation from a single-view RGB-D observation. In contrast to instance-level pose estimation, we focus on a more challenging problem where CAD models are not available at inference time. Existing approaches mainly follow a complex multi-stage pipeline which first localizes and detects each object instance in the image and then regresses to either their 3D meshes or 6D poses. These approaches suffer from high-computational cost and low performance in complex multi-object scenarios, where occlusions can be present. Hence, we present a simple one-stage approach to predict both the 3D shape and estimate the 6D pose and size jointly in a bounding-box free manner. In particular, our method treats object instances as spatial centers where each center denotes the complete shape of an object along with its 6D pose and size. Through this per-pixel representation, our approach can reconstruct in real-time (40 FPS) multiple novel object instances and predict their 6D pose and sizes in a single-forward pass. Through extensive experiments, we demonstrate that our approach significantly outperforms all shape completion and categorical 6D pose and size estimation baselines on multi-object ShapeNet and NOCS datasets respectively with a 12.6% absolute improvement in mAP for 6D pose for novel real-world object instances.

  • 5 authors
·
Mar 3, 2022

Differentiable Blocks World: Qualitative 3D Decomposition by Rendering Primitives

Given a set of calibrated images of a scene, we present an approach that produces a simple, compact, and actionable 3D world representation by means of 3D primitives. While many approaches focus on recovering high-fidelity 3D scenes, we focus on parsing a scene into mid-level 3D representations made of a small set of textured primitives. Such representations are interpretable, easy to manipulate and suited for physics-based simulations. Moreover, unlike existing primitive decomposition methods that rely on 3D input data, our approach operates directly on images through differentiable rendering. Specifically, we model primitives as textured superquadric meshes and optimize their parameters from scratch with an image rendering loss. We highlight the importance of modeling transparency for each primitive, which is critical for optimization and also enables handling varying numbers of primitives. We show that the resulting textured primitives faithfully reconstruct the input images and accurately model the visible 3D points, while providing amodal shape completions of unseen object regions. We compare our approach to the state of the art on diverse scenes from DTU, and demonstrate its robustness on real-life captures from BlendedMVS and Nerfstudio. We also showcase how our results can be used to effortlessly edit a scene or perform physical simulations. Code and video results are available at https://www.tmonnier.com/DBW .

  • 5 authors
·
Jul 11, 2023

KMTalk: Speech-Driven 3D Facial Animation with Key Motion Embedding

We present a novel approach for synthesizing 3D facial motions from audio sequences using key motion embeddings. Despite recent advancements in data-driven techniques, accurately mapping between audio signals and 3D facial meshes remains challenging. Direct regression of the entire sequence often leads to over-smoothed results due to the ill-posed nature of the problem. To this end, we propose a progressive learning mechanism that generates 3D facial animations by introducing key motion capture to decrease cross-modal mapping uncertainty and learning complexity. Concretely, our method integrates linguistic and data-driven priors through two modules: the linguistic-based key motion acquisition and the cross-modal motion completion. The former identifies key motions and learns the associated 3D facial expressions, ensuring accurate lip-speech synchronization. The latter extends key motions into a full sequence of 3D talking faces guided by audio features, improving temporal coherence and audio-visual consistency. Extensive experimental comparisons against existing state-of-the-art methods demonstrate the superiority of our approach in generating more vivid and consistent talking face animations. Consistent enhancements in results through the integration of our proposed learning scheme with existing methods underscore the efficacy of our approach. Our code and weights will be at the project website: https://github.com/ffxzh/KMTalk.

  • 7 authors
·
Sep 2, 2024

Make-A-Shape: a Ten-Million-scale 3D Shape Model

Significant progress has been made in training large generative models for natural language and images. Yet, the advancement of 3D generative models is hindered by their substantial resource demands for training, along with inefficient, non-compact, and less expressive representations. This paper introduces Make-A-Shape, a new 3D generative model designed for efficient training on a vast scale, capable of utilizing 10 millions publicly-available shapes. Technical-wise, we first innovate a wavelet-tree representation to compactly encode shapes by formulating the subband coefficient filtering scheme to efficiently exploit coefficient relations. We then make the representation generatable by a diffusion model by devising the subband coefficients packing scheme to layout the representation in a low-resolution grid. Further, we derive the subband adaptive training strategy to train our model to effectively learn to generate coarse and detail wavelet coefficients. Last, we extend our framework to be controlled by additional input conditions to enable it to generate shapes from assorted modalities, e.g., single/multi-view images, point clouds, and low-resolution voxels. In our extensive set of experiments, we demonstrate various applications, such as unconditional generation, shape completion, and conditional generation on a wide range of modalities. Our approach not only surpasses the state of the art in delivering high-quality results but also efficiently generates shapes within a few seconds, often achieving this in just 2 seconds for most conditions.

  • 7 authors
·
Jan 19, 2024 1

MedShapeNet -- A Large-Scale Dataset of 3D Medical Shapes for Computer Vision

Prior to the deep learning era, shape was commonly used to describe the objects. Nowadays, state-of-the-art (SOTA) algorithms in medical imaging are predominantly diverging from computer vision, where voxel grids, meshes, point clouds, and implicit surface models are used. This is seen from numerous shape-related publications in premier vision conferences as well as the growing popularity of ShapeNet (about 51,300 models) and Princeton ModelNet (127,915 models). For the medical domain, we present a large collection of anatomical shapes (e.g., bones, organs, vessels) and 3D models of surgical instrument, called MedShapeNet, created to facilitate the translation of data-driven vision algorithms to medical applications and to adapt SOTA vision algorithms to medical problems. As a unique feature, we directly model the majority of shapes on the imaging data of real patients. As of today, MedShapeNet includes 23 dataset with more than 100,000 shapes that are paired with annotations (ground truth). Our data is freely accessible via a web interface and a Python application programming interface (API) and can be used for discriminative, reconstructive, and variational benchmarks as well as various applications in virtual, augmented, or mixed reality, and 3D printing. Exemplary, we present use cases in the fields of classification of brain tumors, facial and skull reconstructions, multi-class anatomy completion, education, and 3D printing. In future, we will extend the data and improve the interfaces. The project pages are: https://medshapenet.ikim.nrw/ and https://github.com/Jianningli/medshapenet-feedback

  • 157 authors
·
Aug 30, 2023

SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending

There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.

  • 5 authors
·
Sep 20, 2024 2

Facial Geometric Detail Recovery via Implicit Representation

Learning a dense 3D model with fine-scale details from a single facial image is highly challenging and ill-posed. To address this problem, many approaches fit smooth geometries through facial prior while learning details as additional displacement maps or personalized basis. However, these techniques typically require vast datasets of paired multi-view data or 3D scans, whereas such datasets are scarce and expensive. To alleviate heavy data dependency, we present a robust texture-guided geometric detail recovery approach using only a single in-the-wild facial image. More specifically, our method combines high-quality texture completion with the powerful expressiveness of implicit surfaces. Initially, we inpaint occluded facial parts, generate complete textures, and build an accurate multi-view dataset of the same subject. In order to estimate the detailed geometry, we define an implicit signed distance function and employ a physically-based implicit renderer to reconstruct fine geometric details from the generated multi-view images. Our method not only recovers accurate facial details but also decomposes normals, albedos, and shading parts in a self-supervised way. Finally, we register the implicit shape details to a 3D Morphable Model template, which can be used in traditional modeling and rendering pipelines. Extensive experiments demonstrate that the proposed approach can reconstruct impressive facial details from a single image, especially when compared with state-of-the-art methods trained on large datasets.

  • 7 authors
·
Mar 17, 2022

Gaussian-LIC2: LiDAR-Inertial-Camera Gaussian Splatting SLAM

This paper presents the first photo-realistic LiDAR-Inertial-Camera Gaussian Splatting SLAM system that simultaneously addresses visual quality, geometric accuracy, and real-time performance. The proposed method performs robust and accurate pose estimation within a continuous-time trajectory optimization framework, while incrementally reconstructing a 3D Gaussian map using camera and LiDAR data, all in real time. The resulting map enables high-quality, real-time novel view rendering of both RGB images and depth maps. To effectively address under-reconstruction in regions not covered by the LiDAR, we employ a lightweight zero-shot depth model that synergistically combines RGB appearance cues with sparse LiDAR measurements to generate dense depth maps. The depth completion enables reliable Gaussian initialization in LiDAR-blind areas, significantly improving system applicability for sparse LiDAR sensors. To enhance geometric accuracy, we use sparse but precise LiDAR depths to supervise Gaussian map optimization and accelerate it with carefully designed CUDA-accelerated strategies. Furthermore, we explore how the incrementally reconstructed Gaussian map can improve the robustness of odometry. By tightly incorporating photometric constraints from the Gaussian map into the continuous-time factor graph optimization, we demonstrate improved pose estimation under LiDAR degradation scenarios. We also showcase downstream applications via extending our elaborate system, including video frame interpolation and fast 3D mesh extraction. To support rigorous evaluation, we construct a dedicated LiDAR-Inertial-Camera dataset featuring ground-truth poses, depth maps, and extrapolated trajectories for assessing out-of-sequence novel view synthesis. Both the dataset and code will be made publicly available on project page https://xingxingzuo.github.io/gaussian_lic2.

  • 8 authors
·
Jul 5, 2025

MetricAnything: Scaling Metric Depth Pretraining with Noisy Heterogeneous Sources

Scaling has powered recent advances in vision foundation models, yet extending this paradigm to metric depth estimation remains challenging due to heterogeneous sensor noise, camera-dependent biases, and metric ambiguity in noisy cross-source 3D data. We introduce Metric Anything, a simple and scalable pretraining framework that learns metric depth from noisy, diverse 3D sources without manually engineered prompts, camera-specific modeling, or task-specific architectures. Central to our approach is the Sparse Metric Prompt, created by randomly masking depth maps, which serves as a universal interface that decouples spatial reasoning from sensor and camera biases. Using about 20M image-depth pairs spanning reconstructed, captured, and rendered 3D data across 10000 camera models, we demonstrate-for the first time-a clear scaling trend in the metric depth track. The pretrained model excels at prompt-driven tasks such as depth completion, super-resolution and Radar-camera fusion, while its distilled prompt-free student achieves state-of-the-art results on monocular depth estimation, camera intrinsics recovery, single/multi-view metric 3D reconstruction, and VLA planning. We also show that using pretrained ViT of Metric Anything as a visual encoder significantly boosts Multimodal Large Language Model capabilities in spatial intelligence. These results show that metric depth estimation can benefit from the same scaling laws that drive modern foundation models, establishing a new path toward scalable and efficient real-world metric perception. We open-source MetricAnything at http://metric-anything.github.io/metric-anything-io/ to support community research.

  • 8 authors
·
Jan 29 3

DreamArt: Generating Interactable Articulated Objects from a Single Image

Generating articulated objects, such as laptops and microwaves, is a crucial yet challenging task with extensive applications in Embodied AI and AR/VR. Current image-to-3D methods primarily focus on surface geometry and texture, neglecting part decomposition and articulation modeling. Meanwhile, neural reconstruction approaches (e.g., NeRF or Gaussian Splatting) rely on dense multi-view or interaction data, limiting their scalability. In this paper, we introduce DreamArt, a novel framework for generating high-fidelity, interactable articulated assets from single-view images. DreamArt employs a three-stage pipeline: firstly, it reconstructs part-segmented and complete 3D object meshes through a combination of image-to-3D generation, mask-prompted 3D segmentation, and part amodal completion. Second, we fine-tune a video diffusion model to capture part-level articulation priors, leveraging movable part masks as prompt and amodal images to mitigate ambiguities caused by occlusion. Finally, DreamArt optimizes the articulation motion, represented by a dual quaternion, and conducts global texture refinement and repainting to ensure coherent, high-quality textures across all parts. Experimental results demonstrate that DreamArt effectively generates high-quality articulated objects, possessing accurate part shape, high appearance fidelity, and plausible articulation, thereby providing a scalable solution for articulated asset generation. Our project page is available at https://dream-art-0.github.io/DreamArt/.

  • 9 authors
·
Jul 8, 2025

SimRecon: SimReady Compositional Scene Reconstruction from Real Videos

Compositional scene reconstruction seeks to create object-centric representations rather than holistic scenes from real-world videos, which is natively applicable for simulation and interaction. Conventional compositional reconstruction approaches primarily emphasize on visual appearance and show limited generalization ability to real-world scenarios. In this paper, we propose SimRecon, a framework that realizes a "Perception-Generation-Simulation" pipeline towards cluttered scene reconstruction, which first conducts scene-level semantic reconstruction from video input, then performs single-object generation, and finally assembles these assets in the simulator. However, naively combining these three stages leads to visual infidelity of generated assets and physical implausibility of the final scene, a problem particularly severe for complex scenes. Thus, we further propose two bridging modules between the three stages to address this problem. To be specific, for the transition from Perception to Generation, critical for visual fidelity, we introduce Active Viewpoint Optimization, which actively searches in 3D space to acquire optimal projected images as conditions for single-object completion. Moreover, for the transition from Generation to Simulation, essential for physical plausibility, we propose a Scene Graph Synthesizer, which guides the construction from scratch in 3D simulators, mirroring the native, constructive principle of the real world. Extensive experiments on the ScanNet dataset validate our method's superior performance over previous state-of-the-art approaches.

  • 6 authors
·
Mar 2 2