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Sep 24

Omni-3DEdit: Generalized Versatile 3D Editing in One-Pass

Most instruction-driven 3D editing methods rely on 2D models to guide the explicit and iterative optimization of 3D representations. This paradigm, however, suffers from two primary drawbacks. First, it lacks a universal design of different 3D editing tasks because the explicit manipulation of 3D geometry necessitates task-dependent rules, e.g., 3D appearance editing demands inherent source 3D geometry, while 3D removal alters source geometry. Second, the iterative optimization process is highly time-consuming, often requiring thousands of invocations of 2D/3D updating. We present Omni-3DEdit, a unified, learning-based model that generalizes various 3D editing tasks implicitly. One key challenge to achieve our goal is the scarcity of paired source-edited multi-view assets for training. To address this issue, we construct a data pipeline, synthesizing a relatively rich number of high-quality paired multi-view editing samples. Subsequently, we adapt the pre-trained generative model SEVA as our backbone by concatenating source view latents along with conditional tokens in sequence space. A dual-stream LoRA module is proposed to disentangle different view cues, largely enhancing our model's representational learning capability. As a learning-based model, our model is free of the time-consuming online optimization, and it can complete various 3D editing tasks in one forward pass, reducing the inference time from tens of minutes to approximately two minutes. Extensive experiments demonstrate the effectiveness and efficiency of Omni-3DEdit.

  • 5 authors
·
Mar 17

GOR-IS: 3D Gaussian Object Removal in the Intrinsic Space

Recent advances in Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have made it standard practice to reconstruct 3D scenes from multi-view images. Removing objects from such 3D representations is a fundamental editing task that requires complete and seamless inpainting of occluded regions, ensuring consistency in geometry and appearance. Although existing methods have made notable progress in improving inpainting consistency, they often neglect global lighting effects, leading to physically implausible results. Moreover, these methods struggle with view-dependent non-Lambertian surfaces, where appearance varies across viewpoints, leading to unreliable inpainting. In this paper, we present 3D Gaussian Object Removal in the Intrinsic Space (GOR-IS), a novel framework for physically consistent and visually coherent 3D object removal. Our approach decomposes the scene into intrinsic components and explicitly models light transport to maintain global lighting effects consistency. Furthermore, we introduce an intrinsic-space inpainting module that operates directly in the material and lighting domains, effectively addressing the challenges posed by non-Lambertian surfaces. Extensive experiments on both synthetic and real-world datasets demonstrate that our framework substantially improves the physical consistency and visual coherence of object removal, outperforming existing methods by 13% in perceptual similarity (LPIPS) and 2dB in peak signal-to-noise ratio (PSNR). Code is publicly available at https://applezyh.github.io/GOR-IS-project-page/

  • 5 authors
·
Apr 30

Remove360: Benchmarking Residuals After Object Removal in 3D Gaussian Splatting

Understanding what semantic information persists after object removal is critical for privacy-preserving 3D reconstruction and editable scene representations. In this work, we introduce a novel benchmark and evaluation framework to measure semantic residuals, the unintended semantic traces left behind, after object removal in 3D Gaussian Splatting. We conduct experiments across a diverse set of indoor and outdoor scenes, showing that current methods can preserve semantic information despite the absence of visual geometry. We also release Remove360, a dataset of pre/post-removal RGB images and object-level masks captured in real-world environments. While prior datasets have focused on isolated object instances, Remove360 covers a broader and more complex range of indoor and outdoor scenes, enabling evaluation of object removal in the context of full-scene representations. Given ground truth images of a scene before and after object removal, we assess whether we can truly eliminate semantic presence, and if downstream models can still infer what was removed. Our findings reveal critical limitations in current 3D object removal techniques and underscore the need for more robust solutions capable of handling real-world complexity. The evaluation framework is available at github.com/spatial-intelligence-ai/Remove360.git. Data are available at huggingface.co/datasets/simkoc/Remove360.

  • 3 authors
·
Aug 15, 2025

DrawingSpinUp: 3D Animation from Single Character Drawings

Animating various character drawings is an engaging visual content creation task. Given a single character drawing, existing animation methods are limited to flat 2D motions and thus lack 3D effects. An alternative solution is to reconstruct a 3D model from a character drawing as a proxy and then retarget 3D motion data onto it. However, the existing image-to-3D methods could not work well for amateur character drawings in terms of appearance and geometry. We observe the contour lines, commonly existing in character drawings, would introduce significant ambiguity in texture synthesis due to their view-dependence. Additionally, thin regions represented by single-line contours are difficult to reconstruct (e.g., slim limbs of a stick figure) due to their delicate structures. To address these issues, we propose a novel system, DrawingSpinUp, to produce plausible 3D animations and breathe life into character drawings, allowing them to freely spin up, leap, and even perform a hip-hop dance. For appearance improvement, we adopt a removal-then-restoration strategy to first remove the view-dependent contour lines and then render them back after retargeting the reconstructed character. For geometry refinement, we develop a skeleton-based thinning deformation algorithm to refine the slim structures represented by the single-line contours. The experimental evaluations and a perceptual user study show that our proposed method outperforms the existing 2D and 3D animation methods and generates high-quality 3D animations from a single character drawing. Please refer to our project page (https://lordliang.github.io/DrawingSpinUp) for the code and generated animations.

  • 4 authors
·
Sep 13, 2024 2

Robust 3D-Masked Part-level Editing in 3D Gaussian Splatting with Regularized Score Distillation Sampling

Recent advances in 3D neural representations and instance-level editing models have enabled the efficient creation of high-quality 3D content. However, achieving precise local 3D edits remains challenging, especially for Gaussian Splatting, due to inconsistent multi-view 2D part segmentations and inherently ambiguous nature of Score Distillation Sampling (SDS) loss. To address these limitations, we propose RoMaP, a novel local 3D Gaussian editing framework that enables precise and drastic part-level modifications. First, we introduce a robust 3D mask generation module with our 3D-Geometry Aware Label Prediction (3D-GALP), which uses spherical harmonics (SH) coefficients to model view-dependent label variations and soft-label property, yielding accurate and consistent part segmentations across viewpoints. Second, we propose a regularized SDS loss that combines the standard SDS loss with additional regularizers. In particular, an L1 anchor loss is introduced via our Scheduled Latent Mixing and Part (SLaMP) editing method, which generates high-quality part-edited 2D images and confines modifications only to the target region while preserving contextual coherence. Additional regularizers, such as Gaussian prior removal, further improve flexibility by allowing changes beyond the existing context, and robust 3D masking prevents unintended edits. Experimental results demonstrate that our RoMaP achieves state-of-the-art local 3D editing on both reconstructed and generated Gaussian scenes and objects qualitatively and quantitatively, making it possible for more robust and flexible part-level 3D Gaussian editing. Code is available at https://janeyeon.github.io/romap.

  • 3 authors
·
Jul 15, 2025 1

Robust Outlier Rejection for 3D Registration with Variational Bayes

Learning-based outlier (mismatched correspondence) rejection for robust 3D registration generally formulates the outlier removal as an inlier/outlier classification problem. The core for this to be successful is to learn the discriminative inlier/outlier feature representations. In this paper, we develop a novel variational non-local network-based outlier rejection framework for robust alignment. By reformulating the non-local feature learning with variational Bayesian inference, the Bayesian-driven long-range dependencies can be modeled to aggregate discriminative geometric context information for inlier/outlier distinction. Specifically, to achieve such Bayesian-driven contextual dependencies, each query/key/value component in our non-local network predicts a prior feature distribution and a posterior one. Embedded with the inlier/outlier label, the posterior feature distribution is label-dependent and discriminative. Thus, pushing the prior to be close to the discriminative posterior in the training step enables the features sampled from this prior at test time to model high-quality long-range dependencies. Notably, to achieve effective posterior feature guidance, a specific probabilistic graphical model is designed over our non-local model, which lets us derive a variational low bound as our optimization objective for model training. Finally, we propose a voting-based inlier searching strategy to cluster the high-quality hypothetical inliers for transformation estimation. Extensive experiments on 3DMatch, 3DLoMatch, and KITTI datasets verify the effectiveness of our method.

  • 6 authors
·
Apr 3, 2023

GS-LTS: 3D Gaussian Splatting-Based Adaptive Modeling for Long-Term Service Robots

3D Gaussian Splatting (3DGS) has garnered significant attention in robotics for its explicit, high fidelity dense scene representation, demonstrating strong potential for robotic applications. However, 3DGS-based methods in robotics primarily focus on static scenes, with limited attention to the dynamic scene changes essential for long-term service robots. These robots demand sustained task execution and efficient scene updates-challenges current approaches fail to meet. To address these limitations, we propose GS-LTS (Gaussian Splatting for Long-Term Service), a 3DGS-based system enabling indoor robots to manage diverse tasks in dynamic environments over time. GS-LTS detects scene changes (e.g., object addition or removal) via single-image change detection, employs a rule-based policy to autonomously collect multi-view observations, and efficiently updates the scene representation through Gaussian editing. Additionally, we propose a simulation-based benchmark that automatically generates scene change data as compact configuration scripts, providing a standardized, user-friendly evaluation benchmark. Experimental results demonstrate GS-LTS's advantages in reconstruction, navigation, and superior scene updates-faster and higher quality than the image training baseline-advancing 3DGS for long-term robotic operations. Code and benchmark are available at: https://vipl-vsu.github.io/3DGS-LTS.

  • 5 authors
·
Mar 22, 2025

ReSpace: Text-Driven 3D Scene Synthesis and Editing with Preference Alignment

Scene synthesis and editing has emerged as a promising direction in computer graphics. Current trained approaches for 3D indoor scenes either oversimplify object semantics through one-hot class encodings (e.g., 'chair' or 'table'), require masked diffusion for editing, ignore room boundaries, or rely on floor plan renderings that fail to capture complex layouts. In contrast, LLM-based methods enable richer semantics via natural language (e.g., 'modern studio with light wood furniture') but do not support editing, remain limited to rectangular layouts or rely on weak spatial reasoning from implicit world models. We introduce ReSpace, a generative framework for text-driven 3D indoor scene synthesis and editing using autoregressive language models. Our approach features a compact structured scene representation with explicit room boundaries that frames scene editing as a next-token prediction task. We leverage a dual-stage training approach combining supervised fine-tuning and preference alignment, enabling a specially trained language model for object addition that accounts for user instructions, spatial geometry, object semantics, and scene-level composition. For scene editing, we employ a zero-shot LLM to handle object removal and prompts for addition. We further introduce a novel voxelization-based evaluation that captures fine-grained geometry beyond 3D bounding boxes. Experimental results surpass state-of-the-art on object addition while maintaining competitive results on full scene synthesis.

MInDI-3D: Iterative Deep Learning in 3D for Sparse-view Cone Beam Computed Tomography

We present MInDI-3D (Medical Inversion by Direct Iteration in 3D), the first 3D conditional diffusion-based model for real-world sparse-view Cone Beam Computed Tomography (CBCT) artefact removal, aiming to reduce imaging radiation exposure. A key contribution is extending the "InDI" concept from 2D to a full 3D volumetric approach for medical images, implementing an iterative denoising process that refines the CBCT volume directly from sparse-view input. A further contribution is the generation of a large pseudo-CBCT dataset (16,182) from chest CT volumes of the CT-RATE public dataset to robustly train MInDI-3D. We performed a comprehensive evaluation, including quantitative metrics, scalability analysis, generalisation tests, and a clinical assessment by 11 clinicians. Our results show MInDI-3D's effectiveness, achieving a 12.96 (6.10) dB PSNR gain over uncorrected scans with only 50 projections on the CT-RATE pseudo-CBCT (independent real-world) test set and enabling an 8x reduction in imaging radiation exposure. We demonstrate its scalability by showing that performance improves with more training data. Importantly, MInDI-3D matches the performance of a 3D U-Net on real-world scans from 16 cancer patients across distortion and task-based metrics. It also generalises to new CBCT scanner geometries. Clinicians rated our model as sufficient for patient positioning across all anatomical sites and found it preserved lung tumour boundaries well.

  • 10 authors
·
Aug 13, 2025

HairPort: In-context 3D-aware Hair Import and Transfer for Images

Transferring hairstyles between images is an important but challenging task in computer graphics, computer vision, and visual effects. It enables users to explore new looks without physically altering their hair, with applications in virtual try-on systems, augmented reality, and entertainment. Most prior works operate best under small pose gaps, and they fall short under large viewpoint and scale differences, where missing hair content must be synthesized rather than transferred. We propose HairPort, a 3D-aware hairstyle transfer framework that attempts to solve these issues by explicitly separating hair removal from transfer and enforcing geometric consistency before synthesis. We introduce a Bald Converter, which produces realistic bald versions of faces through LoRA-based in-context adaptation of FLUX.1 Kontext. To train our Bald Converter, we introduce a new dataset, Baldy, containing 6,000 paired bald and original images across diverse identities and conditions. We also use a 3D-Aware Transfer Pipeline that reconstructs and re-renders the reference hairstyle from the target viewpoint before compositing it onto the source image. Being 3D aware, our method supports large pose and scale discrepancies between the source and target. Finally, a conditional flow-matching generator synthesizes the transferred result from the bald source and geometry-aligned reference guidance. Together, our method enables accurate, pose-consistent, and identity-preserving hairstyle transfer, outperforming existing methods both qualitatively and quantitatively.

  • 5 authors
·
Jun 9

LLplace: The 3D Indoor Scene Layout Generation and Editing via Large Language Model

Designing 3D indoor layouts is a crucial task with significant applications in virtual reality, interior design, and automated space planning. Existing methods for 3D layout design either rely on diffusion models, which utilize spatial relationship priors, or heavily leverage the inferential capabilities of proprietary Large Language Models (LLMs), which require extensive prompt engineering and in-context exemplars via black-box trials. These methods often face limitations in generalization and dynamic scene editing. In this paper, we introduce LLplace, a novel 3D indoor scene layout designer based on lightweight fine-tuned open-source LLM Llama3. LLplace circumvents the need for spatial relationship priors and in-context exemplars, enabling efficient and credible room layout generation based solely on user inputs specifying the room type and desired objects. We curated a new dialogue dataset based on the 3D-Front dataset, expanding the original data volume and incorporating dialogue data for adding and removing objects. This dataset can enhance the LLM's spatial understanding. Furthermore, through dialogue, LLplace activates the LLM's capability to understand 3D layouts and perform dynamic scene editing, enabling the addition and removal of objects. Our approach demonstrates that LLplace can effectively generate and edit 3D indoor layouts interactively and outperform existing methods in delivering high-quality 3D design solutions. Code and dataset will be released.

  • 7 authors
·
Jun 6, 2024

Monte Carlo Energy Aggregation for Mobile 3D Gaussian Splatting

Recent advances in 3D Gaussian Splatting have demonstrated unprecedented success in novel view synthesis. However, the substantial inference and storage overhead driven by high-order Spherical Harmonics (SH) are primary bottlenecks for mobile platforms. In this paper, we present Flux-GS, a real-time Gaussian Splatting method designed to achieve high-fidelity rendering with significantly reduced overhead for resource-constrained mobile platforms. We first propose a Monte Carlo Specular Energy Aggregator, sampling third-order radiance residuals and aggregating specular energy into a compact latent space. In this way, our method effectively preserves visually salient lighting features in lower-order bands without expensive distillation or pre-training. To mitigate the high-frequency details lost during compression, we introduce an Attribute-Conditioned SH Enhancement module. This module predicts Gaussian-aware offsets based on intrinsic Gaussian attributes, which enhance the first-order SH representation prior to inference, without extra inference costs. Furthermore, the original single-view gradient-based densification is prone to producing excessive Gaussians and overfitting to a certain view. We address these limitations by proposing a Multi-view Alpha-based Densification and Pruning strategy. By leveraging multi-view guidance, we ensure multi-view structure consistency and the precise removal of redundant primitives. Extensive experiments demonstrate that Flux-GS achieves substantial parameter reduction while maintaining competitive visual quality, offering a robust and scalable solution for real-time mobile rendering. Code: magenta{https://xiaobiaodu.github.io/flux-gs-project/{https://xiaobiaodu.github.io/flux-gs-project/}}.

3DReflecNet: A Large-Scale Dataset for 3D Reconstruction of Reflective, Transparent, and Low-Texture Objects

Accurate 3D reconstruction of objects with reflective, transparent, or low-texture surfaces still remains notoriously challenging. Such materials often violate key assumptions in multi-view reconstruction pipelines, such as photometric consistency and the availability on distinct geometric texture cues. Existing datasets primarily focus on diffuse, textured objects, and therefore provide limited insight into performance under real-world material complexities. We introduce 3DReflecNet, a large-scale hybrid dataset exceeding 22 TB that is specifically designed to benchmark and advance 3D vision methods for these challenging materials. 3DReflecNet combines two types of data: over 120,000 synthetic instances generated via physically-based rendering of more than 12,000 shapes, and over 1,000 real-world objects captured using consumer devices. Together, these data consist of more than 7 million multi-view frames. The dataset spans diverse materials, complex lighting conditions, and a wide range of geometric forms, including shapes generated from both real and LLM-synthesized 2D images using diffusion-based pipelines. To support robust evaluation, we design benchmarks for five core tasks: image matching, structure-from-motion, novel view synthesis, reflection removal, and relighting. Extensive experiments demonstrate that state-of-the-art methods struggle to maintain accuracy across these settings, highlighting the need for more resilient 3D vision models.

  • 9 authors
·
May 10

POCI-Diff: Position Objects Consistently and Interactively with 3D-Layout Guided Diffusion

We propose a diffusion-based approach for Text-to-Image (T2I) generation with consistent and interactive 3D layout control and editing. While prior methods improve spatial adherence using 2D cues or iterative copy-warp-paste strategies, they often distort object geometry and fail to preserve consistency across edits. To address these limitations, we introduce a framework for Positioning Objects Consistently and Interactively (POCI-Diff), a novel formulation for jointly enforcing 3D geometric constraints and instance-level semantic binding within a unified diffusion process. Our method enables explicit per-object semantic control by binding individual text descriptions to specific 3D bounding boxes through Blended Latent Diffusion, allowing one-shot synthesis of complex multi-object scenes. We further propose a warping-free generative editing pipeline that supports object insertion, removal, and transformation via regeneration rather than pixel deformation. To preserve object identity and consistency across edits, we condition the diffusion process on reference images using IP-Adapter, enabling coherent object appearance throughout interactive 3D editing while maintaining global scene coherence. Experimental results demonstrate that POCI-Diff produces high-quality images consistent with the specified 3D layouts and edits, outperforming state-of-the-art methods in both visual fidelity and layout adherence while eliminating warping-induced geometric artifacts.

  • 6 authors
·
Jan 19

MVInpainter: Learning Multi-View Consistent Inpainting to Bridge 2D and 3D Editing

Novel View Synthesis (NVS) and 3D generation have recently achieved prominent improvements. However, these works mainly focus on confined categories or synthetic 3D assets, which are discouraged from generalizing to challenging in-the-wild scenes and fail to be employed with 2D synthesis directly. Moreover, these methods heavily depended on camera poses, limiting their real-world applications. To overcome these issues, we propose MVInpainter, re-formulating the 3D editing as a multi-view 2D inpainting task. Specifically, MVInpainter partially inpaints multi-view images with the reference guidance rather than intractably generating an entirely novel view from scratch, which largely simplifies the difficulty of in-the-wild NVS and leverages unmasked clues instead of explicit pose conditions. To ensure cross-view consistency, MVInpainter is enhanced by video priors from motion components and appearance guidance from concatenated reference key&value attention. Furthermore, MVInpainter incorporates slot attention to aggregate high-level optical flow features from unmasked regions to control the camera movement with pose-free training and inference. Sufficient scene-level experiments on both object-centric and forward-facing datasets verify the effectiveness of MVInpainter, including diverse tasks, such as multi-view object removal, synthesis, insertion, and replacement. The project page is https://ewrfcas.github.io/MVInpainter/.

  • 5 authors
·
Aug 15, 2024 2

Ghost-FWL: A Large-Scale Full-Waveform LiDAR Dataset for Ghost Detection and Removal

LiDAR has become an essential sensing modality in autonomous driving, robotics, and smart-city applications. However, ghost points (or ghosts), which are false reflections caused by multi-path laser returns from glass and reflective surfaces, severely degrade 3D mapping and localization accuracy. Prior ghost removal relies on geometric consistency in dense point clouds, failing on mobile LiDAR's sparse, dynamic data. We address this by exploiting full-waveform LiDAR (FWL), which captures complete temporal intensity profiles rather than just peak distances, providing crucial cues for distinguishing ghosts from genuine reflections in mobile scenarios. As this is a new task, we present Ghost-FWL, the first and largest annotated mobile FWL dataset for ghost detection and removal. Ghost-FWL comprises 24K frames across 10 diverse scenes with 7.5 billion peak-level annotations, which is 100x larger than existing annotated FWL datasets. Benefiting from this large-scale dataset, we establish a FWL-based baseline model for ghost detection and propose FWL-MAE, a masked autoencoder for efficient self-supervised representation learning on FWL data. Experiments show that our baseline outperforms existing methods in ghost removal accuracy, and our ghost removal further enhances downstream tasks such as LiDAR-based SLAM (66% trajectory error reduction) and 3D object detection (50x false positive reduction). The dataset and code is publicly available and can be accessed via the project page: https://keio-csg.github.io/Ghost-FWL

  • 9 authors
·
Mar 30 2

GeoRemover: Removing Objects and Their Causal Visual Artifacts

Towards intelligent image editing, object removal should eliminate both the target object and its causal visual artifacts, such as shadows and reflections. However, existing image appearance-based methods either follow strictly mask-aligned training and fail to remove these causal effects which are not explicitly masked, or adopt loosely mask-aligned strategies that lack controllability and may unintentionally over-erase other objects. We identify that these limitations stem from ignoring the causal relationship between an object's geometry presence and its visual effects. To address this limitation, we propose a geometry-aware two-stage framework that decouples object removal into (1) geometry removal and (2) appearance rendering. In the first stage, we remove the object directly from the geometry (e.g., depth) using strictly mask-aligned supervision, enabling structure-aware editing with strong geometric constraints. In the second stage, we render a photorealistic RGB image conditioned on the updated geometry, where causal visual effects are considered implicitly as a result of the modified 3D geometry. To guide learning in the geometry removal stage, we introduce a preference-driven objective based on positive and negative sample pairs, encouraging the model to remove objects as well as their causal visual artifacts while avoiding new structural insertions. Extensive experiments demonstrate that our method achieves state-of-the-art performance in removing both objects and their associated artifacts on two popular benchmarks. The code is available at https://github.com/buxiangzhiren/GeoRemover.

  • 6 authors
·
Sep 22, 2025 2

Towards Scalable and Consistent 3D Editing

3D editing - the task of locally modifying the geometry or appearance of a 3D asset - has wide applications in immersive content creation, digital entertainment, and AR/VR. However, unlike 2D editing, it remains challenging due to the need for cross-view consistency, structural fidelity, and fine-grained controllability. Existing approaches are often slow, prone to geometric distortions, or dependent on manual and accurate 3D masks that are error-prone and impractical. To address these challenges, we advance both the data and model fronts. On the data side, we introduce 3DEditVerse, the largest paired 3D editing benchmark to date, comprising 116,309 high-quality training pairs and 1,500 curated test pairs. Built through complementary pipelines of pose-driven geometric edits and foundation model-guided appearance edits, 3DEditVerse ensures edit locality, multi-view consistency, and semantic alignment. On the model side, we propose 3DEditFormer, a 3D-structure-preserving conditional transformer. By enhancing image-to-3D generation with dual-guidance attention and time-adaptive gating, 3DEditFormer disentangles editable regions from preserved structure, enabling precise and consistent edits without requiring auxiliary 3D masks. Extensive experiments demonstrate that our framework outperforms state-of-the-art baselines both quantitatively and qualitatively, establishing a new standard for practical and scalable 3D editing. Dataset and code will be released. Project: https://www.lv-lab.org/3DEditFormer/

  • 3 authors
·
Oct 3, 2025 2

Review of Feed-forward 3D Reconstruction: From DUSt3R to VGGT

3D reconstruction, which aims to recover the dense three-dimensional structure of a scene, is a cornerstone technology for numerous applications, including augmented/virtual reality, autonomous driving, and robotics. While traditional pipelines like Structure from Motion (SfM) and Multi-View Stereo (MVS) achieve high precision through iterative optimization, they are limited by complex workflows, high computational cost, and poor robustness in challenging scenarios like texture-less regions. Recently, deep learning has catalyzed a paradigm shift in 3D reconstruction. A new family of models, exemplified by DUSt3R, has pioneered a feed-forward approach. These models employ a unified deep network to jointly infer camera poses and dense geometry directly from an Unconstrained set of images in a single forward pass. This survey provides a systematic review of this emerging domain. We begin by dissecting the technical framework of these feed-forward models, including their Transformer-based correspondence modeling, joint pose and geometry regression mechanisms, and strategies for scaling from two-view to multi-view scenarios. To highlight the disruptive nature of this new paradigm, we contrast it with both traditional pipelines and earlier learning-based methods like MVSNet. Furthermore, we provide an overview of relevant datasets and evaluation metrics. Finally, we discuss the technology's broad application prospects and identify key future challenges and opportunities, such as model accuracy and scalability, and handling dynamic scenes.

  • 7 authors
·
Jul 11, 2025

SPIn-NeRF: Multiview Segmentation and Perceptual Inpainting with Neural Radiance Fields

Neural Radiance Fields (NeRFs) have emerged as a popular approach for novel view synthesis. While NeRFs are quickly being adapted for a wider set of applications, intuitively editing NeRF scenes is still an open challenge. One important editing task is the removal of unwanted objects from a 3D scene, such that the replaced region is visually plausible and consistent with its context. We refer to this task as 3D inpainting. In 3D, solutions must be both consistent across multiple views and geometrically valid. In this paper, we propose a novel 3D inpainting method that addresses these challenges. Given a small set of posed images and sparse annotations in a single input image, our framework first rapidly obtains a 3D segmentation mask for a target object. Using the mask, a perceptual optimizationbased approach is then introduced that leverages learned 2D image inpainters, distilling their information into 3D space, while ensuring view consistency. We also address the lack of a diverse benchmark for evaluating 3D scene inpainting methods by introducing a dataset comprised of challenging real-world scenes. In particular, our dataset contains views of the same scene with and without a target object, enabling more principled benchmarking of the 3D inpainting task. We first demonstrate the superiority of our approach on multiview segmentation, comparing to NeRFbased methods and 2D segmentation approaches. We then evaluate on the task of 3D inpainting, establishing state-ofthe-art performance against other NeRF manipulation algorithms, as well as a strong 2D image inpainter baseline. Project Page: https://spinnerf3d.github.io

  • 7 authors
·
Nov 22, 2022

Sketch3DVE: Sketch-based 3D-Aware Scene Video Editing

Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing. Homepage and code: http://http://geometrylearning.com/Sketch3DVE/

  • 5 authors
·
Aug 19, 2025 2

Beyond Voxel 3D Editing: Learning from 3D Masks and Self-Constructed Data

3D editing refers to the ability to apply local or global modifications to 3D assets. Effective 3D editing requires maintaining semantic consistency by performing localized changes according to prompts, while also preserving local invariance so that unchanged regions remain consistent with the original. However, existing approaches have significant limitations: multi-view editing methods incur losses when projecting back to 3D, while voxel-based editing is constrained in both the regions that can be modified and the scale of modifications. Moreover, the lack of sufficiently large editing datasets for training and evaluation remains a challenge. To address these challenges, we propose a Beyond Voxel 3D Editing (BVE) framework with a self-constructed large-scale dataset specifically tailored for 3D editing. Building upon this dataset, our model enhances a foundational image-to-3D generative architecture with lightweight, trainable modules, enabling efficient injection of textual semantics without the need for expensive full-model retraining. Furthermore, we introduce an annotation-free 3D masking strategy to preserve local invariance, maintaining the integrity of unchanged regions during editing. Extensive experiments demonstrate that BVE achieves superior performance in generating high-quality, text-aligned 3D assets, while faithfully retaining the visual characteristics of the original input.

  • 9 authors
·
Apr 14

Lift3D Foundation Policy: Lifting 2D Large-Scale Pretrained Models for Robust 3D Robotic Manipulation

3D geometric information is essential for manipulation tasks, as robots need to perceive the 3D environment, reason about spatial relationships, and interact with intricate spatial configurations. Recent research has increasingly focused on the explicit extraction of 3D features, while still facing challenges such as the lack of large-scale robotic 3D data and the potential loss of spatial geometry. To address these limitations, we propose the Lift3D framework, which progressively enhances 2D foundation models with implicit and explicit 3D robotic representations to construct a robust 3D manipulation policy. Specifically, we first design a task-aware masked autoencoder that masks task-relevant affordance patches and reconstructs depth information, enhancing the 2D foundation model's implicit 3D robotic representation. After self-supervised fine-tuning, we introduce a 2D model-lifting strategy that establishes a positional mapping between the input 3D points and the positional embeddings of the 2D model. Based on the mapping, Lift3D utilizes the 2D foundation model to directly encode point cloud data, leveraging large-scale pretrained knowledge to construct explicit 3D robotic representations while minimizing spatial information loss. In experiments, Lift3D consistently outperforms previous state-of-the-art methods across several simulation benchmarks and real-world scenarios.

  • 11 authors
·
Nov 27, 2024

DIRECT-3D: Learning Direct Text-to-3D Generation on Massive Noisy 3D Data

We present DIRECT-3D, a diffusion-based 3D generative model for creating high-quality 3D assets (represented by Neural Radiance Fields) from text prompts. Unlike recent 3D generative models that rely on clean and well-aligned 3D data, limiting them to single or few-class generation, our model is directly trained on extensive noisy and unaligned `in-the-wild' 3D assets, mitigating the key challenge (i.e., data scarcity) in large-scale 3D generation. In particular, DIRECT-3D is a tri-plane diffusion model that integrates two innovations: 1) A novel learning framework where noisy data are filtered and aligned automatically during the training process. Specifically, after an initial warm-up phase using a small set of clean data, an iterative optimization is introduced in the diffusion process to explicitly estimate the 3D pose of objects and select beneficial data based on conditional density. 2) An efficient 3D representation that is achieved by disentangling object geometry and color features with two separate conditional diffusion models that are optimized hierarchically. Given a prompt input, our model generates high-quality, high-resolution, realistic, and complex 3D objects with accurate geometric details in seconds. We achieve state-of-the-art performance in both single-class generation and text-to-3D generation. We also demonstrate that DIRECT-3D can serve as a useful 3D geometric prior of objects, for example to alleviate the well-known Janus problem in 2D-lifting methods such as DreamFusion. The code and models are available for research purposes at: https://github.com/qihao067/direct3d.

  • 5 authors
·
Jun 6, 2024

GeoQuery: Geometry-Query Diffusion for Sparse-View Reconstruction

3D Gaussian Splatting (3DGS) has emerged as a prominent paradigm for 3D reconstruction and novel view synthesis. However, it remains vulnerable to severe artifacts when trained under sparse-view constraints. While recent methods attempt to rectify artifacts in rendered views using image diffusion models, they typically rely on multi-view self-attention to retrieve information from reference images. We observe that this mechanism often fails when the rendered novel views output by 3DGS are heavily corrupted: damaged query features lead to erroneous cross-view retrieval, resulting in inconsistent rendering refinement. To address this, we propose GeoQuery, a geometry-guided diffusion framework that integrates generative priors with explicit geometric cues via a novel Geometry-guided Cross-view Attention (GCA) mechanism. First, by leveraging predicted depth maps and camera poses, we construct a geometry-induced correspondence field to sample reference features, forming a geometry-aligned proxy query that replaces the corrupted rendering features. Furthermore, we design a new cross-view feature aggregation pipeline, in which we restrict the cross-view attention to a local window around each proxy query to effectively retrieve useful features while suppressing spurious matches. GeoQuery can be seamlessly integrated into existing diffusion-based pipelines, enabling robust reconstruction even under extreme view sparsity. Extensive experiments on sparse-view novel view synthesis and rendering artifact removal demonstrate the effectiveness of our approach.

  • 7 authors
·
May 11

DFA3D: 3D Deformable Attention For 2D-to-3D Feature Lifting

In this paper, we propose a new operator, called 3D DeFormable Attention (DFA3D), for 2D-to-3D feature lifting, which transforms multi-view 2D image features into a unified 3D space for 3D object detection. Existing feature lifting approaches, such as Lift-Splat-based and 2D attention-based, either use estimated depth to get pseudo LiDAR features and then splat them to a 3D space, which is a one-pass operation without feature refinement, or ignore depth and lift features by 2D attention mechanisms, which achieve finer semantics while suffering from a depth ambiguity problem. In contrast, our DFA3D-based method first leverages the estimated depth to expand each view's 2D feature map to 3D and then utilizes DFA3D to aggregate features from the expanded 3D feature maps. With the help of DFA3D, the depth ambiguity problem can be effectively alleviated from the root, and the lifted features can be progressively refined layer by layer, thanks to the Transformer-like architecture. In addition, we propose a mathematically equivalent implementation of DFA3D which can significantly improve its memory efficiency and computational speed. We integrate DFA3D into several methods that use 2D attention-based feature lifting with only a few modifications in code and evaluate on the nuScenes dataset. The experiment results show a consistent improvement of +1.41\% mAP on average, and up to +15.1\% mAP improvement when high-quality depth information is available, demonstrating the superiority, applicability, and huge potential of DFA3D. The code is available at https://github.com/IDEA-Research/3D-deformable-attention.git.

  • 7 authors
·
Jul 24, 2023

Highly Accurate Dichotomous Image Segmentation

We present a systematic study on a new task called dichotomous image segmentation (DIS) , which aims to segment highly accurate objects from natural images. To this end, we collected the first large-scale DIS dataset, called DIS5K, which contains 5,470 high-resolution (e.g., 2K, 4K or larger) images covering camouflaged, salient, or meticulous objects in various backgrounds. DIS is annotated with extremely fine-grained labels. Besides, we introduce a simple intermediate supervision baseline (IS-Net) using both feature-level and mask-level guidance for DIS model training. IS-Net outperforms various cutting-edge baselines on the proposed DIS5K, making it a general self-learned supervision network that can facilitate future research in DIS. Further, we design a new metric called human correction efforts (HCE) which approximates the number of mouse clicking operations required to correct the false positives and false negatives. HCE is utilized to measure the gap between models and real-world applications and thus can complement existing metrics. Finally, we conduct the largest-scale benchmark, evaluating 16 representative segmentation models, providing a more insightful discussion regarding object complexities, and showing several potential applications (e.g., background removal, art design, 3D reconstruction). Hoping these efforts can open up promising directions for both academic and industries. Project page: https://xuebinqin.github.io/dis/index.html.

  • 6 authors
·
Mar 6, 2022

Triangle Splatting+: Differentiable Rendering with Opaque Triangles

Reconstructing 3D scenes and synthesizing novel views has seen rapid progress in recent years. Neural Radiance Fields demonstrated that continuous volumetric radiance fields can achieve high-quality image synthesis, but their long training and rendering times limit practicality. 3D Gaussian Splatting (3DGS) addressed these issues by representing scenes with millions of Gaussians, enabling real-time rendering and fast optimization. However, Gaussian primitives are not natively compatible with the mesh-based pipelines used in VR headsets, and real-time graphics applications. Existing solutions attempt to convert Gaussians into meshes through post-processing or two-stage pipelines, which increases complexity and degrades visual quality. In this work, we introduce Triangle Splatting+, which directly optimizes triangles, the fundamental primitive of computer graphics, within a differentiable splatting framework. We formulate triangle parametrization to enable connectivity through shared vertices, and we design a training strategy that enforces opaque triangles. The final output is immediately usable in standard graphics engines without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples datasets show that Triangle Splatting+achieves state-of-the-art performance in mesh-based novel view synthesis. Our method surpasses prior splatting approaches in visual fidelity while remaining efficient and fast to training. Moreover, the resulting semi-connected meshes support downstream applications such as physics-based simulation or interactive walkthroughs. The project page is https://trianglesplatting2.github.io/trianglesplatting2/.

  • 9 authors
·
Sep 29, 2025 2

3D Gaussian Editing with A Single Image

The modeling and manipulation of 3D scenes captured from the real world are pivotal in various applications, attracting growing research interest. While previous works on editing have achieved interesting results through manipulating 3D meshes, they often require accurately reconstructed meshes to perform editing, which limits their application in 3D content generation. To address this gap, we introduce a novel single-image-driven 3D scene editing approach based on 3D Gaussian Splatting, enabling intuitive manipulation via directly editing the content on a 2D image plane. Our method learns to optimize the 3D Gaussians to align with an edited version of the image rendered from a user-specified viewpoint of the original scene. To capture long-range object deformation, we introduce positional loss into the optimization process of 3D Gaussian Splatting and enable gradient propagation through reparameterization. To handle occluded 3D Gaussians when rendering from the specified viewpoint, we build an anchor-based structure and employ a coarse-to-fine optimization strategy capable of handling long-range deformation while maintaining structural stability. Furthermore, we design a novel masking strategy to adaptively identify non-rigid deformation regions for fine-scale modeling. Extensive experiments show the effectiveness of our method in handling geometric details, long-range, and non-rigid deformation, demonstrating superior editing flexibility and quality compared to previous approaches.

  • 6 authors
·
Aug 14, 2024 3

Category-Aware 3D Object Composition with Disentangled Texture and Shape Multi-view Diffusion

In this paper, we tackle a new task of 3D object synthesis, where a 3D model is composited with another object category to create a novel 3D model. However, most existing text/image/3D-to-3D methods struggle to effectively integrate multiple content sources, often resulting in inconsistent textures and inaccurate shapes. To overcome these challenges, we propose a straightforward yet powerful approach, category+3D-to-3D (C33D), for generating novel and structurally coherent 3D models. Our method begins by rendering multi-view images and normal maps from the input 3D model, then generating a novel 2D object using adaptive text-image harmony (ATIH) with the front-view image and a text description from another object category as inputs. To ensure texture consistency, we introduce texture multi-view diffusion, which refines the textures of the remaining multi-view RGB images based on the novel 2D object. For enhanced shape accuracy, we propose shape multi-view diffusion to improve the 2D shapes of both the multi-view RGB images and the normal maps, also conditioned on the novel 2D object. Finally, these outputs are used to reconstruct a complete and novel 3D model. Extensive experiments demonstrate the effectiveness of our method, yielding impressive 3D creations, such as shark(3D)-crocodile(text) in the first row of Fig. 1. A project page is available at: https://xzr52.github.io/C33D/

  • 7 authors
·
Sep 2, 2025

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

  • 6 authors
·
Apr 25, 2024 1

Pruning-based Topology Refinement of 3D Mesh using a 2D Alpha Mask

Image-based 3D reconstruction has increasingly stunning results over the past few years with the latest improvements in computer vision and graphics. Geometry and topology are two fundamental concepts when dealing with 3D mesh structures. But the latest often remains a side issue in the 3D mesh-based reconstruction literature. Indeed, performing per-vertex elementary displacements over a 3D sphere mesh only impacts its geometry and leaves the topological structure unchanged and fixed. Whereas few attempts propose to update the geometry and the topology, all need to lean on costly 3D ground-truth to determine the faces/edges to prune. We present in this work a method that aims to refine the topology of any 3D mesh through a face-pruning strategy that extensively relies upon 2D alpha masks and camera pose information. Our solution leverages a differentiable renderer that renders each face as a 2D soft map. Its pixel intensity reflects the probability of being covered during the rendering process by such a face. Based on the 2D soft-masks available, our method is thus able to quickly highlight all the incorrectly rendered faces for a given viewpoint. Because our module is agnostic to the network that produces the 3D mesh, it can be easily plugged into any self-supervised image-based (either synthetic or natural) 3D reconstruction pipeline to get complex meshes with a non-spherical topology.

  • 2 authors
·
Oct 17, 2022

3DiffTection: 3D Object Detection with Geometry-Aware Diffusion Features

We present 3DiffTection, a state-of-the-art method for 3D object detection from single images, leveraging features from a 3D-aware diffusion model. Annotating large-scale image data for 3D detection is resource-intensive and time-consuming. Recently, pretrained large image diffusion models have become prominent as effective feature extractors for 2D perception tasks. However, these features are initially trained on paired text and image data, which are not optimized for 3D tasks, and often exhibit a domain gap when applied to the target data. Our approach bridges these gaps through two specialized tuning strategies: geometric and semantic. For geometric tuning, we fine-tune a diffusion model to perform novel view synthesis conditioned on a single image, by introducing a novel epipolar warp operator. This task meets two essential criteria: the necessity for 3D awareness and reliance solely on posed image data, which are readily available (e.g., from videos) and does not require manual annotation. For semantic refinement, we further train the model on target data with detection supervision. Both tuning phases employ ControlNet to preserve the integrity of the original feature capabilities. In the final step, we harness these enhanced capabilities to conduct a test-time prediction ensemble across multiple virtual viewpoints. Through our methodology, we obtain 3D-aware features that are tailored for 3D detection and excel in identifying cross-view point correspondences. Consequently, our model emerges as a powerful 3D detector, substantially surpassing previous benchmarks, e.g., Cube-RCNN, a precedent in single-view 3D detection by 9.43\% in AP3D on the Omni3D-ARkitscene dataset. Furthermore, 3DiffTection showcases robust data efficiency and generalization to cross-domain data.

  • 4 authors
·
Nov 7, 2023

Localized Gaussian Splatting Editing with Contextual Awareness

Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.

  • 7 authors
·
Jul 31, 2024

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.

  • 5 authors
·
Oct 21, 2024

Refaçade: Editing Object with Given Reference Texture

Recent advances in diffusion models have brought remarkable progress in image and video editing, yet some tasks remain underexplored. In this paper, we introduce a new task, Object Retexture, which transfers local textures from a reference object to a target object in images or videos. To perform this task, a straightforward solution is to use ControlNet conditioned on the source structure and the reference texture. However, this approach suffers from limited controllability for two reasons: conditioning on the raw reference image introduces unwanted structural information, and it fails to disentangle the visual texture and structure information of the source. To address this problem, we propose Refaçade, a method that consists of two key designs to achieve precise and controllable texture transfer in both images and videos. First, we employ a texture remover trained on paired textured/untextured 3D mesh renderings to remove appearance information while preserving the geometry and motion of source videos. Second, we disrupt the reference global layout using a jigsaw permutation, encouraging the model to focus on local texture statistics rather than the global layout of the object. Extensive experiments demonstrate superior visual quality, precise editing, and controllability, outperforming strong baselines in both quantitative and human evaluations. Code is available at https://github.com/fishZe233/Refacade.

  • 6 authors
·
Dec 4, 2025

Decompositional Neural Scene Reconstruction with Generative Diffusion Prior

Decompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms SOTA methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photorealistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/.

  • 7 authors
·
Mar 18, 2025 2

EdgeGaussians -- 3D Edge Mapping via Gaussian Splatting

With their meaningful geometry and their omnipresence in the 3D world, edges are extremely useful primitives in computer vision. 3D edges comprise of lines and curves, and methods to reconstruct them use either multi-view images or point clouds as input. State-of-the-art image-based methods first learn a 3D edge point cloud then fit 3D edges to it. The edge point cloud is obtained by learning a 3D neural implicit edge field from which the 3D edge points are sampled on a specific level set (0 or 1). However, such methods present two important drawbacks: i) it is not realistic to sample points on exact level sets due to float imprecision and training inaccuracies. Instead, they are sampled within a range of levels so the points do not lie accurately on the 3D edges and require further processing. ii) Such implicit representations are computationally expensive and require long training times. In this paper, we address these two limitations and propose a 3D edge mapping that is simpler, more efficient, and preserves accuracy. Our method learns explicitly the 3D edge points and their edge direction hence bypassing the need for point sampling. It casts a 3D edge point as the center of a 3D Gaussian and the edge direction as the principal axis of the Gaussian. Such a representation has the advantage of being not only geometrically meaningful but also compatible with the efficient training optimization defined in Gaussian Splatting. Results show that the proposed method produces edges as accurate and complete as the state-of-the-art while being an order of magnitude faster. Code is released at https://github.com/kunalchelani/EdgeGaussians.

  • 4 authors
·
Sep 19, 2024

A Survey on 3D Gaussian Splatting

3D Gaussian splatting (GS) has recently emerged as a transformative technique in the realm of explicit radiance field and computer graphics. This innovative approach, characterized by the utilization of millions of learnable 3D Gaussians, represents a significant departure from mainstream neural radiance field approaches, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representation and differentiable rendering algorithm, not only promises real-time rendering capability but also introduces unprecedented levels of editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the emergence of 3D GS, laying the groundwork for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By enabling unprecedented rendering speed, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.

  • 2 authors
·
Jan 8, 2024

3D Convex Splatting: Radiance Field Rendering with 3D Smooth Convexes

Recent advances in radiance field reconstruction, such as 3D Gaussian Splatting (3DGS), have achieved high-quality novel view synthesis and fast rendering by representing scenes with compositions of Gaussian primitives. However, 3D Gaussians present several limitations for scene reconstruction. Accurately capturing hard edges is challenging without significantly increasing the number of Gaussians, creating a large memory footprint. Moreover, they struggle to represent flat surfaces, as they are diffused in space. Without hand-crafted regularizers, they tend to disperse irregularly around the actual surface. To circumvent these issues, we introduce a novel method, named 3D Convex Splatting (3DCS), which leverages 3D smooth convexes as primitives for modeling geometrically-meaningful radiance fields from multi-view images. Smooth convex shapes offer greater flexibility than Gaussians, allowing for a better representation of 3D scenes with hard edges and dense volumes using fewer primitives. Powered by our efficient CUDA-based rasterizer, 3DCS achieves superior performance over 3DGS on benchmarks such as Mip-NeRF360, Tanks and Temples, and Deep Blending. Specifically, our method attains an improvement of up to 0.81 in PSNR and 0.026 in LPIPS compared to 3DGS while maintaining high rendering speeds and reducing the number of required primitives. Our results highlight the potential of 3D Convex Splatting to become the new standard for high-quality scene reconstruction and novel view synthesis. Project page: convexsplatting.github.io.

  • 9 authors
·
Nov 22, 2024 5

Sharp-It: A Multi-view to Multi-view Diffusion Model for 3D Synthesis and Manipulation

Advancements in text-to-image diffusion models have led to significant progress in fast 3D content creation. One common approach is to generate a set of multi-view images of an object, and then reconstruct it into a 3D model. However, this approach bypasses the use of a native 3D representation of the object and is hence prone to geometric artifacts and limited in controllability and manipulation capabilities. An alternative approach involves native 3D generative models that directly produce 3D representations. These models, however, are typically limited in their resolution, resulting in lower quality 3D objects. In this work, we bridge the quality gap between methods that directly generate 3D representations and ones that reconstruct 3D objects from multi-view images. We introduce a multi-view to multi-view diffusion model called Sharp-It, which takes a 3D consistent set of multi-view images rendered from a low-quality object and enriches its geometric details and texture. The diffusion model operates on the multi-view set in parallel, in the sense that it shares features across the generated views. A high-quality 3D model can then be reconstructed from the enriched multi-view set. By leveraging the advantages of both 2D and 3D approaches, our method offers an efficient and controllable method for high-quality 3D content creation. We demonstrate that Sharp-It enables various 3D applications, such as fast synthesis, editing, and controlled generation, while attaining high-quality assets.

  • 4 authors
·
Dec 3, 2024

VGGT-Edit: Feed-forward Native 3D Scene Editing with Residual Field Prediction

High-quality 3D scene reconstruction has recently advanced toward generalizable feed-forward architectures, enabling the generation of complex environments in a single forward pass. However, despite their strong performance in static scene perception, these models remain limited in responding to dynamic human instructions, which restricts their use in interactive applications. Existing editing methods typically rely on a 2D-lifting strategy, where individual views are edited independently and then lifted back into 3D space. This indirect pipeline often leads to blurry textures and inconsistent geometry, as 2D editors lack the spatial awareness required to preserve structure across viewpoints. To address these limitations, we propose VGGT-Edit, a feed-forward framework for text-conditioned native 3D scene editing. VGGT-Edit introduces depth-synchronized text injection to align semantic guidance with the backbone's spatial poses, ensuring stable instruction grounding. This semantic signal is then processed by a residual transformation head, which directly predicts 3D geometric displacements to deform the scene while preserving background stability. To ensure high-fidelity results, we supervise the framework with a multi-term objective function that enforces geometric accuracy and cross-view consistency. We also construct the DeltaScene Dataset, a large-scale dataset generated through an automated pipeline with 3D agreement filtering to ensure ground-truth quality. Experiments show that VGGT-Edit substantially outperforms 2D-lifting baselines, producing sharper object details, stronger multi-view consistency, and near-instant inference speed.

Drag Your Gaussian: Effective Drag-Based Editing with Score Distillation for 3D Gaussian Splatting

Recent advancements in 3D scene editing have been propelled by the rapid development of generative models. Existing methods typically utilize generative models to perform text-guided editing on 3D representations, such as 3D Gaussian Splatting (3DGS). However, these methods are often limited to texture modifications and fail when addressing geometric changes, such as editing a character's head to turn around. Moreover, such methods lack accurate control over the spatial position of editing results, as language struggles to precisely describe the extent of edits. To overcome these limitations, we introduce DYG, an effective 3D drag-based editing method for 3D Gaussian Splatting. It enables users to conveniently specify the desired editing region and the desired dragging direction through the input of 3D masks and pairs of control points, thereby enabling precise control over the extent of editing. DYG integrates the strengths of the implicit triplane representation to establish the geometric scaffold of the editing results, effectively overcoming suboptimal editing outcomes caused by the sparsity of 3DGS in the desired editing regions. Additionally, we incorporate a drag-based Latent Diffusion Model into our method through the proposed Drag-SDS loss function, enabling flexible, multi-view consistent, and fine-grained editing. Extensive experiments demonstrate that DYG conducts effective drag-based editing guided by control point prompts, surpassing other baselines in terms of editing effect and quality, both qualitatively and quantitatively. Visit our project page at https://quyans.github.io/Drag-Your-Gaussian.

  • 7 authors
·
Jan 30, 2025

Sherpa3D: Boosting High-Fidelity Text-to-3D Generation via Coarse 3D Prior

Recently, 3D content creation from text prompts has demonstrated remarkable progress by utilizing 2D and 3D diffusion models. While 3D diffusion models ensure great multi-view consistency, their ability to generate high-quality and diverse 3D assets is hindered by the limited 3D data. In contrast, 2D diffusion models find a distillation approach that achieves excellent generalization and rich details without any 3D data. However, 2D lifting methods suffer from inherent view-agnostic ambiguity thereby leading to serious multi-face Janus issues, where text prompts fail to provide sufficient guidance to learn coherent 3D results. Instead of retraining a costly viewpoint-aware model, we study how to fully exploit easily accessible coarse 3D knowledge to enhance the prompts and guide 2D lifting optimization for refinement. In this paper, we propose Sherpa3D, a new text-to-3D framework that achieves high-fidelity, generalizability, and geometric consistency simultaneously. Specifically, we design a pair of guiding strategies derived from the coarse 3D prior generated by the 3D diffusion model: a structural guidance for geometric fidelity and a semantic guidance for 3D coherence. Employing the two types of guidance, the 2D diffusion model enriches the 3D content with diversified and high-quality results. Extensive experiments show the superiority of our Sherpa3D over the state-of-the-art text-to-3D methods in terms of quality and 3D consistency.

  • 5 authors
·
Dec 11, 2023

Fast Multi-view Consistent 3D Editing with Video Priors

Text-driven 3D editing enables user-friendly 3D object or scene editing with text instructions. Due to the lack of multi-view consistency priors, existing methods typically resort to employing 2D generation or editing models to process each view individually, followed by iterative 2D-3D-2D updating. However, these methods are not only time-consuming but also prone to over-smoothed results because the different editing signals gathered from different views are averaged during the iterative process. In this paper, we propose generative Video Prior based 3D Editing (ViP3DE) to employ the temporal consistency priors from pre-trained video generation models for multi-view consistent 3D editing in a single forward pass. Our key insight is to condition the video generation model on a single edited view to generate other consistent edited views for 3D updating directly, thereby bypassing the iterative editing paradigm. Since 3D updating requires edited views to be paired with specific camera poses, we propose motion-preserved noise blending for the video model to generate edited views at predefined camera poses. In addition, we introduce geometry-aware denoising to further enhance multi-view consistency by integrating 3D geometric priors into video models. Extensive experiments demonstrate that our proposed ViP3DE can achieve high-quality 3D editing results even within a single forward pass, significantly outperforming existing methods in both editing quality and speed.

  • 5 authors
·
Nov 28, 2025

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

Neural Rendering for Stereo 3D Reconstruction of Deformable Tissues in Robotic Surgery

Reconstruction of the soft tissues in robotic surgery from endoscopic stereo videos is important for many applications such as intra-operative navigation and image-guided robotic surgery automation. Previous works on this task mainly rely on SLAM-based approaches, which struggle to handle complex surgical scenes. Inspired by recent progress in neural rendering, we present a novel framework for deformable tissue reconstruction from binocular captures in robotic surgery under the single-viewpoint setting. Our framework adopts dynamic neural radiance fields to represent deformable surgical scenes in MLPs and optimize shapes and deformations in a learning-based manner. In addition to non-rigid deformations, tool occlusion and poor 3D clues from a single viewpoint are also particular challenges in soft tissue reconstruction. To overcome these difficulties, we present a series of strategies of tool mask-guided ray casting, stereo depth-cueing ray marching and stereo depth-supervised optimization. With experiments on DaVinci robotic surgery videos, our method significantly outperforms the current state-of-the-art reconstruction method for handling various complex non-rigid deformations. To our best knowledge, this is the first work leveraging neural rendering for surgical scene 3D reconstruction with remarkable potential demonstrated. Code is available at: https://github.com/med-air/EndoNeRF.

  • 4 authors
·
Jun 29, 2022