CVJul 27, 2023Code
MARS: An Instance-aware, Modular and Realistic Simulator for Autonomous DrivingZirui Wu, Tianyu Liu, Liyi Luo et al.
Nowadays, autonomous cars can drive smoothly in ordinary cases, and it is widely recognized that realistic sensor simulation will play a critical role in solving remaining corner cases by simulating them. To this end, we propose an autonomous driving simulator based upon neural radiance fields (NeRFs). Compared with existing works, ours has three notable features: (1) Instance-aware. Our simulator models the foreground instances and background environments separately with independent networks so that the static (e.g., size and appearance) and dynamic (e.g., trajectory) properties of instances can be controlled separately. (2) Modular. Our simulator allows flexible switching between different modern NeRF-related backbones, sampling strategies, input modalities, etc. We expect this modular design to boost academic progress and industrial deployment of NeRF-based autonomous driving simulation. (3) Realistic. Our simulator set new state-of-the-art photo-realism results given the best module selection. Our simulator will be open-sourced while most of our counterparts are not. Project page: https://open-air-sun.github.io/mars/.
CVSep 28, 2022
City-scale Incremental Neural Mapping with Three-layer Sampling and Panoptic RepresentationYongliang Shi, Runyi Yang, Pengfei Li et al.
Neural implicit representations are drawing a lot of attention from the robotics community recently, as they are expressive, continuous and compact. However, city-scale continual implicit dense mapping based on sparse LiDAR input is still an under-explored challenge. To this end, we successfully build a city-scale continual neural mapping system with a panoptic representation that consists of environment-level and instance-level modelling. Given a stream of sparse LiDAR point cloud, it maintains a dynamic generative model that maps 3D coordinates to signed distance field (SDF) values. To address the difficulty of representing geometric information at different levels in city-scale space, we propose a tailored three-layer sampling strategy to dynamically sample the global, local and near-surface domains. Meanwhile, to realize high fidelity mapping of instance under incomplete observation, category-specific prior is introduced to better model the geometric details. We evaluate on the public SemanticKITTI dataset and demonstrate the significance of the newly proposed three-layer sampling strategy and panoptic representation, using both quantitative and qualitative results. Codes and model will be publicly available.
CVDec 19, 2025
Chorus: Multi-Teacher Pretraining for Holistic 3D Gaussian Scene EncodingYue Li, Qi Ma, Runyi Yang et al.
While 3DGS has emerged as a high-fidelity scene representation, encoding rich, general-purpose features directly from its primitives remains under-explored. We address this gap by introducing Chorus, a multi-teacher pretraining framework that learns a holistic feed-forward 3D Gaussian Splatting (3DGS) scene encoder by distilling complementary signals from 2D foundation models. Chorus employs a shared 3D encoder and teacher-specific projectors to learn from language-aligned, generalist, and object-aware teachers, encouraging a shared embedding space that captures signals from high-level semantics to fine-grained structure. We evaluate Chorus on a wide range of tasks: open-vocabulary semantic and instance segmentation, linear and decoder probing, as well as data-efficient supervision. Besides 3DGS, we also test Chorus on several benchmarks that only support point clouds by pretraining a variant using only Gaussians' centers, colors, estimated normals as inputs. Interestingly, this encoder shows strong transfer and outperforms the point clouds baseline while using 39.9 times fewer training scenes. Finally, we propose a render-and-distill adaptation that facilitates out-of-domain finetuning. Our code and model will be released upon publication.
CVNov 14, 2022
Self-Aligning Depth-regularized Radiance Fields for Asynchronous RGB-D SequencesYuxin Huang, Andong Yang, Zirui Wu et al.
It has been shown that learning radiance fields with depth rendering and depth supervision can effectively promote the quality and convergence of view synthesis. However, this paradigm requires input RGB-D sequences to be synchronized, hindering its usage in the UAV city modeling scenario. As there exists asynchrony between RGB images and depth images due to high-speed flight, we propose a novel time-pose function, which is an implicit network that maps timestamps to $\rm SE(3)$ elements. To simplify the training process, we also design a joint optimization scheme to jointly learn the large-scale depth-regularized radiance fields and the time-pose function. Our algorithm consists of three steps: (1) time-pose function fitting, (2) radiance field bootstrapping, (3) joint pose error compensation and radiance field refinement. In addition, we propose a large synthetic dataset with diverse controlled mismatches and ground truth to evaluate this new problem setting systematically. Through extensive experiments, we demonstrate that our method outperforms baselines without regularization. We also show qualitatively improved results on a real-world asynchronous RGB-D sequence captured by drone. Codes, data, and models will be made publicly available.
CVJun 10, 2025Code
SceneSplat++: A Large Dataset and Comprehensive Benchmark for Language Gaussian SplattingMengjiao Ma, Qi Ma, Yue Li et al.
3D Gaussian Splatting (3DGS) serves as a highly performant and efficient encoding of scene geometry, appearance, and semantics. Moreover, grounding language in 3D scenes has proven to be an effective strategy for 3D scene understanding. Current Language Gaussian Splatting line of work fall into three main groups: (i) per-scene optimization-based, (ii) per-scene optimization-free, and (iii) generalizable approach. However, most of them are evaluated only on rendered 2D views of a handful of scenes and viewpoints close to the training views, limiting ability and insight into holistic 3D understanding. To address this gap, we propose the first large-scale benchmark that systematically assesses these three groups of methods directly in 3D space, evaluating on 1060 scenes across three indoor datasets and one outdoor dataset. Benchmark results demonstrate a clear advantage of the generalizable paradigm, particularly in relaxing the scene-specific limitation, enabling fast feed-forward inference on novel scenes, and achieving superior segmentation performance. We further introduce GaussianWorld-49K a carefully curated 3DGS dataset comprising around 49K diverse indoor and outdoor scenes obtained from multiple sources, with which we demonstrate the generalizable approach could harness strong data priors. Our codes, benchmark, and datasets will be made public to accelerate research in generalizable 3DGS scene understanding.
CVOct 29, 2025Code
Multimodal Spatial Reasoning in the Large Model Era: A Survey and BenchmarksXu Zheng, Zihao Dongfang, Lutao Jiang et al.
Humans possess spatial reasoning abilities that enable them to understand spaces through multimodal observations, such as vision and sound. Large multimodal reasoning models extend these abilities by learning to perceive and reason, showing promising performance across diverse spatial tasks. However, systematic reviews and publicly available benchmarks for these models remain limited. In this survey, we provide a comprehensive review of multimodal spatial reasoning tasks with large models, categorizing recent progress in multimodal large language models (MLLMs) and introducing open benchmarks for evaluation. We begin by outlining general spatial reasoning, focusing on post-training techniques, explainability, and architecture. Beyond classical 2D tasks, we examine spatial relationship reasoning, scene and layout understanding, as well as visual question answering and grounding in 3D space. We also review advances in embodied AI, including vision-language navigation and action models. Additionally, we consider emerging modalities such as audio and egocentric video, which contribute to novel spatial understanding through new sensors. We believe this survey establishes a solid foundation and offers insights into the growing field of multimodal spatial reasoning. Updated information about this survey, codes and implementation of the open benchmarks can be found at https://github.com/zhengxuJosh/Awesome-Spatial-Reasoning.
ROMar 14, 2024Code
GaussianGrasper: 3D Language Gaussian Splatting for Open-vocabulary Robotic GraspingYuhang Zheng, Xiangyu Chen, Yupeng Zheng et al.
Constructing a 3D scene capable of accommodating open-ended language queries, is a pivotal pursuit, particularly within the domain of robotics. Such technology facilitates robots in executing object manipulations based on human language directives. To tackle this challenge, some research efforts have been dedicated to the development of language-embedded implicit fields. However, implicit fields (e.g. NeRF) encounter limitations due to the necessity of processing a large number of input views for reconstruction, coupled with their inherent inefficiencies in inference. Thus, we present the GaussianGrasper, which utilizes 3D Gaussian Splatting to explicitly represent the scene as a collection of Gaussian primitives. Our approach takes a limited set of RGB-D views and employs a tile-based splatting technique to create a feature field. In particular, we propose an Efficient Feature Distillation (EFD) module that employs contrastive learning to efficiently and accurately distill language embeddings derived from foundational models. With the reconstructed geometry of the Gaussian field, our method enables the pre-trained grasping model to generate collision-free grasp pose candidates. Furthermore, we propose a normal-guided grasp module to select the best grasp pose. Through comprehensive real-world experiments, we demonstrate that GaussianGrasper enables robots to accurately query and grasp objects with language instructions, providing a new solution for language-guided manipulation tasks. Data and codes can be available at https://github.com/MrSecant/GaussianGrasper.
CVMay 1, 2024
Spectrally Pruned Gaussian Fields with Neural CompensationRunyi Yang, Zhenxin Zhu, Zhou Jiang et al.
Recently, 3D Gaussian Splatting, as a novel 3D representation, has garnered attention for its fast rendering speed and high rendering quality. However, this comes with high memory consumption, e.g., a well-trained Gaussian field may utilize three million Gaussian primitives and over 700 MB of memory. We credit this high memory footprint to the lack of consideration for the relationship between primitives. In this paper, we propose a memory-efficient Gaussian field named SUNDAE with spectral pruning and neural compensation. On one hand, we construct a graph on the set of Gaussian primitives to model their relationship and design a spectral down-sampling module to prune out primitives while preserving desired signals. On the other hand, to compensate for the quality loss of pruning Gaussians, we exploit a lightweight neural network head to mix splatted features, which effectively compensates for quality losses while capturing the relationship between primitives in its weights. We demonstrate the performance of SUNDAE with extensive results. For example, SUNDAE can achieve 26.80 PSNR at 145 FPS using 104 MB memory while the vanilla Gaussian splatting algorithm achieves 25.60 PSNR at 160 FPS using 523 MB memory, on the Mip-NeRF360 dataset. Codes are publicly available at https://runyiyang.github.io/projects/SUNDAE/.
CVMar 23, 2025
SceneSplat: Gaussian Splatting-based Scene Understanding with Vision-Language PretrainingYue Li, Qi Ma, Runyi Yang et al.
Recognizing arbitrary or previously unseen categories is essential for comprehensive real-world 3D scene understanding. Currently, all existing methods rely on 2D or textual modalities during training or together at inference. This highlights the clear absence of a model capable of processing 3D data alone for learning semantics end-to-end, along with the necessary data to train such a model. Meanwhile, 3D Gaussian Splatting (3DGS) has emerged as the de facto standard for 3D scene representation across various vision tasks. However, effectively integrating semantic reasoning into 3DGS in a generalizable manner remains an open challenge. To address these limitations, we introduce SceneSplat, to our knowledge the first large-scale 3D indoor scene understanding approach that operates natively on 3DGS. Furthermore, we propose a self-supervised learning scheme that unlocks rich 3D feature learning from unlabeled scenes. To power the proposed methods, we introduce SceneSplat-7K, the first large-scale 3DGS dataset for indoor scenes, comprising 7916 scenes derived from seven established datasets, such as ScanNet and Matterport3D. Generating SceneSplat-7K required computational resources equivalent to 150 GPU days on an L4 GPU, enabling standardized benchmarking for 3DGS-based reasoning for indoor scenes. Our exhaustive experiments on SceneSplat-7K demonstrate the significant benefit of the proposed method over the established baselines.
CVJan 15, 2025
CityLoc: 6DoF Pose Distributional Localization for Text Descriptions in Large-Scale Scenes with Gaussian RepresentationQi Ma, Runyi Yang, Bin Ren et al.
Localizing textual descriptions within large-scale 3D scenes presents inherent ambiguities, such as identifying all traffic lights in a city. Addressing this, we introduce a method to generate distributions of camera poses conditioned on textual descriptions, facilitating robust reasoning for broadly defined concepts. Our approach employs a diffusion-based architecture to refine noisy 6DoF camera poses towards plausible locations, with conditional signals derived from pre-trained text encoders. Integration with the pretrained Vision-Language Model, CLIP, establishes a strong linkage between text descriptions and pose distributions. Enhancement of localization accuracy is achieved by rendering candidate poses using 3D Gaussian splatting, which corrects misaligned samples through visual reasoning. We validate our method's superiority by comparing it against standard distribution estimation methods across five large-scale datasets, demonstrating consistent outperformance. Code, datasets and more information will be publicly available at our project page.
CVOct 7, 2025
EgoNight: Towards Egocentric Vision Understanding at Night with a Challenging BenchmarkDeheng Zhang, Yuqian Fu, Runyi Yang et al.
Most existing benchmarks for egocentric vision understanding focus primarily on daytime scenarios, overlooking the low-light conditions that are inevitable in real-world applications. To investigate this gap, we present EgoNight, the first comprehensive benchmark for nighttime egocentric vision, with visual question answering (VQA) as the core task. A key feature of EgoNight is the introduction of day-night aligned videos, which enhance night annotation quality using the daytime data and reveal clear performance gaps between lighting conditions. To achieve this, we collect both synthetic videos rendered by Blender and real-world recordings, ensuring that scenes and actions are visually and temporally aligned. Leveraging these paired videos, we construct EgoNight-VQA, supported by a novel day-augmented night auto-labeling engine and refinement through extensive human verification. Each QA pair is double-checked by annotators for reliability. In total, EgoNight-VQA contains 3658 QA pairs across 90 videos, spanning 12 diverse QA types, with more than 300 hours of human work. Evaluations of state-of-the-art multimodal large language models (MLLMs) reveal substantial performance drops when transferring from day to night, underscoring the challenges of reasoning under low-light conditions. Beyond VQA, EgoNight also introduces two auxiliary tasks, day-night correspondence retrieval and egocentric depth estimation at night, that further explore the boundaries of existing models. We believe EgoNight-VQA provides a strong foundation for advancing application-driven egocentric vision research and for developing models that generalize across illumination domains. All the data and code will be made available upon acceptance.