Minghao Chen

CV
h-index13
6papers
186citations
Novelty64%
AI Score54

6 Papers

31.7CVApr 29, 2024
DGE: Direct Gaussian 3D Editing by Consistent Multi-view Editing

Minghao Chen, Iro Laina, Andrea Vedaldi

We consider the problem of editing 3D objects and scenes based on open-ended language instructions. A common approach to this problem is to use a 2D image generator or editor to guide the 3D editing process, obviating the need for 3D data. However, this process is often inefficient due to the need for iterative updates of costly 3D representations, such as neural radiance fields, either through individual view edits or score distillation sampling. A major disadvantage of this approach is the slow convergence caused by aggregating inconsistent information across views, as the guidance from 2D models is not multi-view consistent. We thus introduce the Direct Gaussian Editor (DGE), a method that addresses these issues in two stages. First, we modify a given high-quality image editor like InstructPix2Pix to be multi-view consistent. To do so, we propose a training-free approach that integrates cues from the 3D geometry of the underlying scene. Second, given a multi-view consistent edited sequence of images, we directly and efficiently optimize the 3D representation, which is based on 3D Gaussian Splatting. Because it avoids incremental and iterative edits, DGE is significantly more accurate and efficient than existing approaches and offers additional benefits, such as enabling selective editing of parts of the scene.

13.1CVNov 10, 2025
Sparse4DGS: 4D Gaussian Splatting for Sparse-Frame Dynamic Scene Reconstruction

Changyue Shi, Chuxiao Yang, Xinyuan Hu et al.

Dynamic Gaussian Splatting approaches have achieved remarkable performance for 4D scene reconstruction. However, these approaches rely on dense-frame video sequences for photorealistic reconstruction. In real-world scenarios, due to equipment constraints, sometimes only sparse frames are accessible. In this paper, we propose Sparse4DGS, the first method for sparse-frame dynamic scene reconstruction. We observe that dynamic reconstruction methods fail in both canonical and deformed spaces under sparse-frame settings, especially in areas with high texture richness. Sparse4DGS tackles this challenge by focusing on texture-rich areas. For the deformation network, we propose Texture-Aware Deformation Regularization, which introduces a texture-based depth alignment loss to regulate Gaussian deformation. For the canonical Gaussian field, we introduce Texture-Aware Canonical Optimization, which incorporates texture-based noise into the gradient descent process of canonical Gaussians. Extensive experiments show that when taking sparse frames as inputs, our method outperforms existing dynamic or few-shot techniques on NeRF-Synthetic, HyperNeRF, NeRF-DS, and our iPhone-4D datasets.

26.9CVDec 24, 2024
PartGen: Part-level 3D Generation and Reconstruction with Multi-View Diffusion Models

Minghao Chen, Roman Shapovalov, Iro Laina et al. · meta-ai

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.

10.2CVNov 15, 2025
SRSplat: Feed-Forward Super-Resolution Gaussian Splatting from Sparse Multi-View Images

Xinyuan Hu, Changyue Shi, Chuxiao Yang et al.

Feed-forward 3D reconstruction from sparse, low-resolution (LR) images is a crucial capability for real-world applications, such as autonomous driving and embodied AI. However, existing methods often fail to recover fine texture details. This limitation stems from the inherent lack of high-frequency information in LR inputs. To address this, we propose \textbf{SRSplat}, a feed-forward framework that reconstructs high-resolution 3D scenes from only a few LR views. Our main insight is to compensate for the deficiency of texture information by jointly leveraging external high-quality reference images and internal texture cues. We first construct a scene-specific reference gallery, generated for each scene using Multimodal Large Language Models (MLLMs) and diffusion models. To integrate this external information, we introduce the \textit{Reference-Guided Feature Enhancement (RGFE)} module, which aligns and fuses features from the LR input images and their reference twin image. Subsequently, we train a decoder to predict the Gaussian primitives using the multi-view fused feature obtained from \textit{RGFE}. To further refine predicted Gaussian primitives, we introduce \textit{Texture-Aware Density Control (TADC)}, which adaptively adjusts Gaussian density based on the internal texture richness of the LR inputs. Extensive experiments demonstrate that our SRSplat outperforms existing methods on various datasets, including RealEstate10K, ACID, and DTU, and exhibits strong cross-dataset and cross-resolution generalization capabilities.

26.8CVJul 17, 2025
AutoPartGen: Autogressive 3D Part Generation and Discovery

Minghao Chen, Jianyuan Wang, Roman Shapovalov et al. · meta-ai

We introduce AutoPartGen, a model that generates objects composed of 3D parts in an autoregressive manner. This model can take as input an image of an object, 2D masks of the object's parts, or an existing 3D object, and generate a corresponding compositional 3D reconstruction. Our approach builds upon 3DShape2VecSet, a recent latent 3D representation with powerful geometric expressiveness. We observe that this latent space exhibits strong compositional properties, making it particularly well-suited for part-based generation tasks. Specifically, AutoPartGen generates object parts autoregressively, predicting one part at a time while conditioning on previously generated parts and additional inputs, such as 2D images, masks, or 3D objects. This process continues until the model decides that all parts have been generated, thus determining automatically the type and number of parts. The resulting parts can be seamlessly assembled into coherent objects or scenes without requiring additional optimization. We evaluate both the overall 3D generation capabilities and the part-level generation quality of AutoPartGen, demonstrating that it achieves state-of-the-art performance in 3D part generation.

13.1CVOct 18, 2025
REALM: An MLLM-Agent Framework for Open World 3D Reasoning Segmentation and Editing on Gaussian Splatting

Changyue Shi, Minghao Chen, Yiping Mao et al.

Bridging the gap between complex human instructions and precise 3D object grounding remains a significant challenge in vision and robotics. Existing 3D segmentation methods often struggle to interpret ambiguous, reasoning-based instructions, while 2D vision-language models that excel at such reasoning lack intrinsic 3D spatial understanding. In this paper, we introduce REALM, an innovative MLLM-agent framework that enables open-world reasoning-based segmentation without requiring extensive 3D-specific post-training. We perform segmentation directly on 3D Gaussian Splatting representations, capitalizing on their ability to render photorealistic novel views that are highly suitable for MLLM comprehension. As directly feeding one or more rendered views to the MLLM can lead to high sensitivity to viewpoint selection, we propose a novel Global-to-Local Spatial Grounding strategy. Specifically, multiple global views are first fed into the MLLM agent in parallel for coarse-level localization, aggregating responses to robustly identify the target object. Then, several close-up novel views of the object are synthesized to perform fine-grained local segmentation, yielding accurate and consistent 3D masks. Extensive experiments show that REALM achieves remarkable performance in interpreting both explicit and implicit instructions across LERF, 3D-OVS, and our newly introduced REALM3D benchmarks. Furthermore, our agent framework seamlessly supports a range of 3D interaction tasks, including object removal, replacement, and style transfer, demonstrating its practical utility and versatility. Project page: https://ChangyueShi.github.io/REALM.