Arthur Moreau

CV
h-index58
15papers
572citations
Novelty53%
AI Score54

15 Papers

CVMar 8, 2023
CROSSFIRE: Camera Relocalization On Self-Supervised Features from an Implicit Representation

Arthur Moreau, Nathan Piasco, Moussab Bennehar et al.

Beyond novel view synthesis, Neural Radiance Fields are useful for applications that interact with the real world. In this paper, we use them as an implicit map of a given scene and propose a camera relocalization algorithm tailored for this representation. The proposed method enables to compute in real-time the precise position of a device using a single RGB camera, during its navigation. In contrast with previous work, we do not rely on pose regression or photometric alignment but rather use dense local features obtained through volumetric rendering which are specialized on the scene with a self-supervised objective. As a result, our algorithm is more accurate than competitors, able to operate in dynamic outdoor environments with changing lightning conditions and can be readily integrated in any volumetric neural renderer.

CVMay 5, 2022
ImPosing: Implicit Pose Encoding for Efficient Visual Localization

Arthur Moreau, Thomas Gilles, Nathan Piasco et al.

We propose a novel learning-based formulation for visual localization of vehicles that can operate in real-time in city-scale environments. Visual localization algorithms determine the position and orientation from which an image has been captured, using a set of geo-referenced images or a 3D scene representation. Our new localization paradigm, named Implicit Pose Encoding (ImPosing), embeds images and camera poses into a common latent representation with 2 separate neural networks, such that we can compute a similarity score for each image-pose pair. By evaluating candidates through the latent space in a hierarchical manner, the camera position and orientation are not directly regressed but incrementally refined. Very large environments force competitors to store gigabytes of map data, whereas our method is very compact independently of the reference database size. In this paper, we describe how to effectively optimize our learned modules, how to combine them to achieve real-time localization, and demonstrate results on diverse large scale scenarios that significantly outperform prior work in accuracy and computational efficiency.

CVNov 28, 2023
Human Gaussian Splatting: Real-time Rendering of Animatable Avatars

Arthur Moreau, Jifei Song, Helisa Dhamo et al.

This work addresses the problem of real-time rendering of photorealistic human body avatars learned from multi-view videos. While the classical approaches to model and render virtual humans generally use a textured mesh, recent research has developed neural body representations that achieve impressive visual quality. However, these models are difficult to render in real-time and their quality degrades when the character is animated with body poses different than the training observations. We propose an animatable human model based on 3D Gaussian Splatting, that has recently emerged as a very efficient alternative to neural radiance fields. The body is represented by a set of gaussian primitives in a canonical space which is deformed with a coarse to fine approach that combines forward skinning and local non-rigid refinement. We describe how to learn our Human Gaussian Splatting (HuGS) model in an end-to-end fashion from multi-view observations, and evaluate it against the state-of-the-art approaches for novel pose synthesis of clothed body. Our method achieves 1.5 dB PSNR improvement over the state-of-the-art on THuman4 dataset while being able to render in real-time (80 fps for 512x512 resolution).

CVDec 15, 2025
Charge: A Comprehensive Novel View Synthesis Benchmark and Dataset to Bind Them All

Michal Nazarczuk, Thomas Tanay, Arthur Moreau et al.

This paper presents a new dataset for Novel View Synthesis, generated from a high-quality, animated film with stunning realism and intricate detail. Our dataset captures a variety of dynamic scenes, complete with detailed textures, lighting, and motion, making it ideal for training and evaluating cutting-edge 4D scene reconstruction and novel view generation models. In addition to high-fidelity RGB images, we provide multiple complementary modalities, including depth, surface normals, object segmentation and optical flow, enabling a deeper understanding of scene geometry and motion. The dataset is organised into three distinct benchmarking scenarios: a dense multi-view camera setup, a sparse camera arrangement, and monocular video sequences, enabling a wide range of experimentation and comparison across varying levels of data sparsity. With its combination of visual richness, high-quality annotations, and diverse experimental setups, this dataset offers a unique resource for pushing the boundaries of view synthesis and 3D vision.

CVDec 17, 2025
Off The Grid: Detection of Primitives for Feed-Forward 3D Gaussian Splatting

Arthur Moreau, Richard Shaw, Michal Nazarczuk et al.

Feed-forward 3D Gaussian Splatting (3DGS) models enable real-time scene generation but are hindered by suboptimal pixel-aligned primitive placement, which relies on a dense, rigid grid and limits both quality and efficiency. We introduce a new feed-forward architecture that detects 3D Gaussian primitives at a sub-pixel level, replacing the pixel grid with an adaptive, "Off The Grid" distribution. Inspired by keypoint detection, our multi-resolution decoder learns to distribute primitives across image patches. This module is trained end-to-end with a 3D reconstruction backbone using self-supervised learning. Our resulting pose-free model generates photorealistic scenes in seconds, achieving state-of-the-art novel view synthesis for feed-forward models. It outperforms competitors while using far fewer primitives, demonstrating a more accurate and efficient allocation that captures fine details and reduces artifacts. Moreover, we observe that by learning to render 3D Gaussians, our 3D reconstruction backbone improves camera pose estimation, suggesting opportunities to train these foundational models without labels.

CVDec 5, 2023
HeadGaS: Real-Time Animatable Head Avatars via 3D Gaussian Splatting

Helisa Dhamo, Yinyu Nie, Arthur Moreau et al.

3D head animation has seen major quality and runtime improvements over the last few years, particularly empowered by the advances in differentiable rendering and neural radiance fields. Real-time rendering is a highly desirable goal for real-world applications. We propose HeadGaS, a model that uses 3D Gaussian Splats (3DGS) for 3D head reconstruction and animation. In this paper we introduce a hybrid model that extends the explicit 3DGS representation with a base of learnable latent features, which can be linearly blended with low-dimensional parameters from parametric head models to obtain expression-dependent color and opacity values. We demonstrate that HeadGaS delivers state-of-the-art results in real-time inference frame rates, surpassing baselines by up to 2dB, while accelerating rendering speed by over x10.

CVDec 20, 2023
SWinGS: Sliding Windows for Dynamic 3D Gaussian Splatting

Richard Shaw, Michal Nazarczuk, Jifei Song et al.

Novel view synthesis has shown rapid progress recently, with methods capable of producing increasingly photorealistic results. 3D Gaussian Splatting has emerged as a promising method, producing high-quality renderings of scenes and enabling interactive viewing at real-time frame rates. However, it is limited to static scenes. In this work, we extend 3D Gaussian Splatting to reconstruct dynamic scenes. We model a scene's dynamics using dynamic MLPs, learning deformations from temporally-local canonical representations to per-frame 3D Gaussians. To disentangle static and dynamic regions, tuneable parameters weigh each Gaussian's respective MLP parameters, improving the dynamics modelling of imbalanced scenes. We introduce a sliding window training strategy that partitions the sequence into smaller manageable windows to handle arbitrary length scenes while maintaining high rendering quality. We propose an adaptive sampling strategy to determine appropriate window size hyperparameters based on the scene's motion, balancing training overhead with visual quality. Training a separate dynamic 3D Gaussian model for each sliding window allows the canonical representation to change, enabling the reconstruction of scenes with significant geometric changes. Temporal consistency is enforced using a fine-tuning step with self-supervising consistency loss on randomly sampled novel views. As a result, our method produces high-quality renderings of general dynamic scenes with competitive quantitative performance, which can be viewed in real-time in our dynamic interactive viewer.

CVMar 18, 2024
3DGS-Calib: 3D Gaussian Splatting for Multimodal SpatioTemporal Calibration

Quentin Herau, Moussab Bennehar, Arthur Moreau et al.

Reliable multimodal sensor fusion algorithms require accurate spatiotemporal calibration. Recently, targetless calibration techniques based on implicit neural representations have proven to provide precise and robust results. Nevertheless, such methods are inherently slow to train given the high computational overhead caused by the large number of sampled points required for volume rendering. With the recent introduction of 3D Gaussian Splatting as a faster alternative to implicit representation methods, we propose to leverage this new rendering approach to achieve faster multi-sensor calibration. We introduce 3DGS-Calib, a new calibration method that relies on the speed and rendering accuracy of 3D Gaussian Splatting to achieve multimodal spatiotemporal calibration that is accurate, robust, and with a substantial speed-up compared to methods relying on implicit neural representations. We demonstrate the superiority of our proposal with experimental results on sequences from KITTI-360, a widely used driving dataset.

CVOct 30, 2024
SCRREAM : SCan, Register, REnder And Map:A Framework for Annotating Accurate and Dense 3D Indoor Scenes with a Benchmark

HyunJun Jung, Weihang Li, Shun-Cheng Wu et al.

Traditionally, 3d indoor datasets have generally prioritized scale over ground-truth accuracy in order to obtain improved generalization. However, using these datasets to evaluate dense geometry tasks, such as depth rendering, can be problematic as the meshes of the dataset are often incomplete and may produce wrong ground truth to evaluate the details. In this paper, we propose SCRREAM, a dataset annotation framework that allows annotation of fully dense meshes of objects in the scene and registers camera poses on the real image sequence, which can produce accurate ground truth for both sparse 3D as well as dense 3D tasks. We show the details of the dataset annotation pipeline and showcase four possible variants of datasets that can be obtained from our framework with example scenes, such as indoor reconstruction and SLAM, scene editing & object removal, human reconstruction and 6d pose estimation. Recent pipelines for indoor reconstruction and SLAM serve as new benchmarks. In contrast to previous indoor dataset, our design allows to evaluate dense geometry tasks on eleven sample scenes against accurately rendered ground truth depth maps.

CVMar 31
GRVS: a Generalizable and Recurrent Approach to Monocular Dynamic View Synthesis

Thomas Tanay, Mohammed Brahimi, Michal Nazarczuk et al.

Synthesizing novel views from monocular videos of dynamic scenes remains a challenging problem. Scene-specific methods that optimize 4D representations with explicit motion priors often break down in highly dynamic regions where multi-view information is hard to exploit. Diffusion-based approaches that integrate camera control into large pre-trained models can produce visually plausible videos but frequently suffer from geometric inconsistencies across both static and dynamic areas. Both families of methods also require substantial computational resources. Building on the success of generalizable models for static novel view synthesis, we adapt the framework to dynamic inputs and propose a new model with two key components: (1) a recurrent loop that enables unbounded and asynchronous mapping between input and target videos and (2) an efficient use of plane sweeps over dynamic inputs to disentangle camera and scene motion, and achieve fine-grained, six-degrees-of-freedom camera controls. We train and evaluate our model on the UCSD dataset and on Kubric-4D-dyn, a new monocular dynamic dataset featuring longer, higher resolution sequences with more complex scene dynamics than existing alternatives. Our model outperforms four Gaussian Splatting-based scene-specific approaches, as well as two diffusion-based approaches in reconstructing fine-grained geometric details across both static and dynamic regions.

CVJan 19
ICo3D: An Interactive Conversational 3D Virtual Human

Richard Shaw, Youngkyoon Jang, Athanasios Papaioannou et al.

This work presents Interactive Conversational 3D Virtual Human (ICo3D), a method for generating an interactive, conversational, and photorealistic 3D human avatar. Based on multi-view captures of a subject, we create an animatable 3D face model and a dynamic 3D body model, both rendered by splatting Gaussian primitives. Once merged together, they represent a lifelike virtual human avatar suitable for real-time user interactions. We equip our avatar with an LLM for conversational ability. During conversation, the audio speech of the avatar is used as a driving signal to animate the face model, enabling precise synchronization. We describe improvements to our dynamic Gaussian models that enhance photorealism: SWinGS++ for body reconstruction and HeadGaS++ for face reconstruction, and provide as well a solution to merge the separate face and body models without artifacts. We also present a demo of the complete system, showcasing several use cases of real-time conversation with the 3D avatar. Our approach offers a fully integrated virtual avatar experience, supporting both oral and written form interactions in immersive environments. ICo3D is applicable to a wide range of fields, including gaming, virtual assistance, and personalized education, among others. Project page: https://ico3d.github.io/

CVMar 12, 2025
GASPACHO: Gaussian Splatting for Controllable Humans and Objects

Aymen Mir, Arthur Moreau, Helisa Dhamo et al.

We present GASPACHO: a method for generating photorealistic controllable renderings of human-object interactions. Given a set of multi-view RGB images of human-object interactions, our method reconstructs animatable templates of the human and object as separate sets of Gaussians simultaneously. Different from existing work, which focuses on human reconstruction and ignores objects as background, our method explicitly reconstructs both humans and objects, thereby allowing for controllable renderings of novel human object interactions in different poses from novel-camera viewpoints. During reconstruction, we constrain the Gaussians that generate rendered images to be a linear function of a set of canonical Gaussians. By simply changing the parameters of the linear deformation functions after training, our method can generate renderings of novel human-object interaction in novel poses from novel camera viewpoints. We learn the 3D Gaussian properties of the canonical Gaussians on the underlying 2D manifold of the canonical human and object templates. This in turns requires a canonical object template with a fixed UV unwrapping. To define such an object template, we use a feature based representation to track the object across the multi-view sequence. We further propose an occlusion aware photometric loss that allows for reconstructions under significant occlusions. Several experiments on two human-object datasets - BEHAVE and DNA-Rendering - demonstrate that our method allows for high-quality reconstruction of human and object templates under significant occlusion and the synthesis of controllable renderings of novel human-object interactions in novel human poses from novel camera views.

CVMar 12, 2025
Better Together: Unified Motion Capture and 3D Avatar Reconstruction

Arthur Moreau, Mohammed Brahimi, Richard Shaw et al.

We present Better Together, a method that simultaneously solves the human pose estimation problem while reconstructing a photorealistic 3D human avatar from multi-view videos. While prior art usually solves these problems separately, we argue that joint optimization of skeletal motion with a 3D renderable body model brings synergistic effects, i.e. yields more precise motion capture and improved visual quality of real-time rendering of avatars. To achieve this, we introduce a novel animatable avatar with 3D Gaussians rigged on a personalized mesh and propose to optimize the motion sequence with time-dependent MLPs that provide accurate and temporally consistent pose estimates. We first evaluate our method on highly challenging yoga poses and demonstrate state-of-the-art accuracy on multi-view human pose estimation, reducing error by 35% on body joints and 45% on hand joints compared to keypoint-based methods. At the same time, our method significantly boosts the visual quality of animatable avatars (+2dB PSNR on novel view synthesis) on diverse challenging subjects.

CVOct 13, 2021
LENS: Localization enhanced by NeRF synthesis

Arthur Moreau, Nathan Piasco, Dzmitry Tsishkou et al.

Neural Radiance Fields (NeRF) have recently demonstrated photo-realistic results for the task of novel view synthesis. In this paper, we propose to apply novel view synthesis to the robot relocalization problem: we demonstrate improvement of camera pose regression thanks to an additional synthetic dataset rendered by the NeRF class of algorithm. To avoid spawning novel views in irrelevant places we selected virtual camera locations from NeRF internal representation of the 3D geometry of the scene. We further improved localization accuracy of pose regressors using synthesized realistic and geometry consistent images as data augmentation during training. At the time of publication, our approach improved state of the art with a 60% lower error on Cambridge Landmarks and 7-scenes datasets. Hence, the resulting accuracy becomes comparable to structure-based methods, without any architecture modification or domain adaptation constraints. Since our method allows almost infinite generation of training data, we investigated limitations of camera pose regression depending on size and distribution of data used for training on public benchmarks. We concluded that pose regression accuracy is mostly bounded by relatively small and biased datasets rather than capacity of the pose regression model to solve the localization task.

CVMar 19, 2021
CoordiNet: uncertainty-aware pose regressor for reliable vehicle localization

Arthur Moreau, Nathan Piasco, Dzmitry Tsishkou et al.

In this paper, we investigate visual-based camera re-localization with neural networks for robotics and autonomous vehicles applications. Our solution is a CNN-based algorithm which predicts camera pose (3D translation and 3D rotation) directly from a single image. It also provides an uncertainty estimate of the pose. Pose and uncertainty are learned together with a single loss function and are fused at test time with an EKF. Furthermore, we propose a new fully convolutional architecture, named CoordiNet, designed to embed some of the scene geometry. Our framework outperforms comparable methods on the largest available benchmark, the Oxford RobotCar dataset, with an average error of 8 meters where previous best was 19 meters. We have also investigated the performance of our method on large scenes for real time (18 fps) vehicle localization. In this setup, structure-based methods require a large database, and we show that our proposal is a reliable alternative, achieving 29cm median error in a 1.9km loop in a busy urban area