CVMay 14Code
H-OmniStereo: Zero-Shot Omnidirectional Stereo Matching with Heading-Aligned Normal PriorsChenxing Jiang, Zhe Tong, Pusen Gao et al.
Stereo matching on top-bottom equirectangular images provides an effective framework for full-surround perception, as vertically aligned epipolar lines enable the use of advanced perspective stereo architectures that are largely driven by large-scale datasets and monocular priors. However, the performance of such adaptations is severely limited by the scarcity of omnidirectional stereo datasets and the degradation of perspective monocular priors under spherical distortions.To address these challenges, we propose H-OmniStereo, a zero-shot omnidirectional stereo matching framework. First, we construct high-quality synthetic dataset comprising over 2.8 million top-bottom equirectangular stereo pairs to scale up training. Second, we introduce an equirectangular monocular normal estimator, specifically operating in a heading-aligned coordinate system. Beyond providing distortion-robust and cross-view-consistent geometric priors for establishing reliable correspondences in stereo matching, this design boosts training efficiency and accommodates train-test FoV mismatches.Extensive experiments show that our approach achieves higher accuracy than existing methods on out-of-domain datasets and successfully generalizes to real-world consumer camera setups using a single model. Both the model and the dataset will be open-sourced.
ROMar 18
MG-Grasp: Metric-Scale Geometric 6-DoF Grasping Framework with Sparse RGB ObservationsKangxu Wang, Siang Chen, Chenxing Jiang et al.
Single-view RGB-D grasp detection remains a common choice in 6-DoF robotic grasping systems, which typically requires a depth sensor. While RGB-only 6-DoF grasp methods has been studied recently, their inaccurate geometric representation is not directly suitable for physically reliable robotic manipulation, thereby hindering reliable grasp generation. To address these limitations, we propose MG-Grasp, a novel depth-free 6-DoF grasping framework that achieves high-quality object grasping. Leveraging two-view 3D foundation model with camera intrinsic/extrinsic, our method reconstructs metric-scale and multi-view consistent dense point clouds from sparse RGB images and generates stable 6-DoF grasp. Experiments on GraspNet-1Billion dataset and real world demonstrate that MG-Grasp achieves state-of-the-art (SOTA) grasp performance among RGB-based 6-DoF grasping methods.
ROApr 6
WaterSplat-SLAM: Photorealistic Monocular SLAM in Underwater EnvironmentKangxu Wang, Shaofeng Zou, Chenxing Jiang et al.
Underwater monocular SLAM is a challenging problem with applications from autonomous underwater vehicles to marine archaeology. However, existing underwater SLAM methods struggle to produce maps with high-fidelity rendering. In this paper, we propose WaterSplat-SLAM, a novel monocular underwater SLAM system that achieves robust pose estimation and photorealistic dense mapping. Specifically, we couple semantic medium filtering into two-view 3D reconstruction prior to enable underwater-adapted camera tracking and depth estimation. Furthermore, we present a semantic-guided rendering and adaptive map management strategy with an online medium-aware Gaussian map, modeling underwater environment in a photorealistic and compact manner. Experiments on multiple underwater datasets demonstrate that WaterSplat-SLAM achieves robust camera tracking and high-fidelity rendering in underwater environments.
CVJan 25
Geometry-Grounded Gaussian SplattingBaowen Zhang, Chenxing Jiang, Heng Li et al.
Gaussian Splatting (GS) has demonstrated impressive quality and efficiency in novel view synthesis. However, shape extraction from Gaussian primitives remains an open problem. Due to inadequate geometry parameterization and approximation, existing shape reconstruction methods suffer from poor multi-view consistency and are sensitive to floaters. In this paper, we present a rigorous theoretical derivation that establishes Gaussian primitives as a specific type of stochastic solids. This theoretical framework provides a principled foundation for Geometry-Grounded Gaussian Splatting by enabling the direct treatment of Gaussian primitives as explicit geometric representations. Using the volumetric nature of stochastic solids, our method efficiently renders high-quality depth maps for fine-grained geometry extraction. Experiments show that our method achieves the best shape reconstruction results among all Gaussian Splatting-based methods on public datasets.