CVMar 24, 2023
Grid-guided Neural Radiance Fields for Large Urban ScenesLinning Xu, Yuanbo Xiangli, Sida Peng et al.
Purely MLP-based neural radiance fields (NeRF-based methods) often suffer from underfitting with blurred renderings on large-scale scenes due to limited model capacity. Recent approaches propose to geographically divide the scene and adopt multiple sub-NeRFs to model each region individually, leading to linear scale-up in training costs and the number of sub-NeRFs as the scene expands. An alternative solution is to use a feature grid representation, which is computationally efficient and can naturally scale to a large scene with increased grid resolutions. However, the feature grid tends to be less constrained and often reaches suboptimal solutions, producing noisy artifacts in renderings, especially in regions with complex geometry and texture. In this work, we present a new framework that realizes high-fidelity rendering on large urban scenes while being computationally efficient. We propose to use a compact multiresolution ground feature plane representation to coarsely capture the scene, and complement it with positional encoding inputs through another NeRF branch for rendering in a joint learning fashion. We show that such an integration can utilize the advantages of two alternative solutions: a light-weighted NeRF is sufficient, under the guidance of the feature grid representation, to render photorealistic novel views with fine details; and the jointly optimized ground feature planes, can meanwhile gain further refinements, forming a more accurate and compact feature space and output much more natural rendering results.
CVSep 28, 2023
MatrixCity: A Large-scale City Dataset for City-scale Neural Rendering and BeyondYixuan Li, Lihan Jiang, Linning Xu et al.
Neural radiance fields (NeRF) and its subsequent variants have led to remarkable progress in neural rendering. While most of recent neural rendering works focus on objects and small-scale scenes, developing neural rendering methods for city-scale scenes is of great potential in many real-world applications. However, this line of research is impeded by the absence of a comprehensive and high-quality dataset, yet collecting such a dataset over real city-scale scenes is costly, sensitive, and technically difficult. To this end, we build a large-scale, comprehensive, and high-quality synthetic dataset for city-scale neural rendering researches. Leveraging the Unreal Engine 5 City Sample project, we develop a pipeline to easily collect aerial and street city views, accompanied by ground-truth camera poses and a range of additional data modalities. Flexible controls over environmental factors like light, weather, human and car crowd are also available in our pipeline, supporting the need of various tasks covering city-scale neural rendering and beyond. The resulting pilot dataset, MatrixCity, contains 67k aerial images and 452k street images from two city maps of total size $28km^2$. On top of MatrixCity, a thorough benchmark is also conducted, which not only reveals unique challenges of the task of city-scale neural rendering, but also highlights potential improvements for future works. The dataset and code will be publicly available at our project page: https://city-super.github.io/matrixcity/.
CVAug 1, 2022
OmniCity: Omnipotent City Understanding with Multi-level and Multi-view ImagesWeijia Li, Yawen Lai, Linning Xu et al.
This paper presents OmniCity, a new dataset for omnipotent city understanding from multi-level and multi-view images. More precisely, the OmniCity contains multi-view satellite images as well as street-level panorama and mono-view images, constituting over 100K pixel-wise annotated images that are well-aligned and collected from 25K geo-locations in New York City. To alleviate the substantial pixel-wise annotation efforts, we propose an efficient street-view image annotation pipeline that leverages the existing label maps of satellite view and the transformation relations between different views (satellite, panorama, and mono-view). With the new OmniCity dataset, we provide benchmarks for a variety of tasks including building footprint extraction, height estimation, and building plane/instance/fine-grained segmentation. Compared with the existing multi-level and multi-view benchmarks, OmniCity contains a larger number of images with richer annotation types and more views, provides more benchmark results of state-of-the-art models, and introduces a novel task for fine-grained building instance segmentation on street-level panorama images. Moreover, OmniCity provides new problem settings for existing tasks, such as cross-view image matching, synthesis, segmentation, detection, etc., and facilitates the developing of new methods for large-scale city understanding, reconstruction, and simulation. The OmniCity dataset as well as the benchmarks will be available at https://city-super.github.io/omnicity.
CVNov 5, 2023
VR-NeRF: High-Fidelity Virtualized Walkable SpacesLinning Xu, Vasu Agrawal, William Laney et al.
We present an end-to-end system for the high-fidelity capture, model reconstruction, and real-time rendering of walkable spaces in virtual reality using neural radiance fields. To this end, we designed and built a custom multi-camera rig to densely capture walkable spaces in high fidelity and with multi-view high dynamic range images in unprecedented quality and density. We extend instant neural graphics primitives with a novel perceptual color space for learning accurate HDR appearance, and an efficient mip-mapping mechanism for level-of-detail rendering with anti-aliasing, while carefully optimizing the trade-off between quality and speed. Our multi-GPU renderer enables high-fidelity volume rendering of our neural radiance field model at the full VR resolution of dual 2K$\times$2K at 36 Hz on our custom demo machine. We demonstrate the quality of our results on our challenging high-fidelity datasets, and compare our method and datasets to existing baselines. We release our dataset on our project website.
CVMar 24, 2023
AssetField: Assets Mining and Reconfiguration in Ground Feature Plane RepresentationYuanbo Xiangli, Linning Xu, Xingang Pan et al.
Both indoor and outdoor environments are inherently structured and repetitive. Traditional modeling pipelines keep an asset library storing unique object templates, which is both versatile and memory efficient in practice. Inspired by this observation, we propose AssetField, a novel neural scene representation that learns a set of object-aware ground feature planes to represent the scene, where an asset library storing template feature patches can be constructed in an unsupervised manner. Unlike existing methods which require object masks to query spatial points for object editing, our ground feature plane representation offers a natural visualization of the scene in the bird-eye view, allowing a variety of operations (e.g. translation, duplication, deformation) on objects to configure a new scene. With the template feature patches, group editing is enabled for scenes with many recurring items to avoid repetitive work on object individuals. We show that AssetField not only achieves competitive performance for novel-view synthesis but also generates realistic renderings for new scene configurations.
CVNov 30, 2023
Scaffold-GS: Structured 3D Gaussians for View-Adaptive RenderingTao Lu, Mulin Yu, Linning Xu et al.
Neural rendering methods have significantly advanced photo-realistic 3D scene rendering in various academic and industrial applications. The recent 3D Gaussian Splatting method has achieved the state-of-the-art rendering quality and speed combining the benefits of both primitive-based representations and volumetric representations. However, it often leads to heavily redundant Gaussians that try to fit every training view, neglecting the underlying scene geometry. Consequently, the resulting model becomes less robust to significant view changes, texture-less area and lighting effects. We introduce Scaffold-GS, which uses anchor points to distribute local 3D Gaussians, and predicts their attributes on-the-fly based on viewing direction and distance within the view frustum. Anchor growing and pruning strategies are developed based on the importance of neural Gaussians to reliably improve the scene coverage. We show that our method effectively reduces redundant Gaussians while delivering high-quality rendering. We also demonstrates an enhanced capability to accommodate scenes with varying levels-of-detail and view-dependent observations, without sacrificing the rendering speed.
GRJan 30, 2023
Dynamic Storyboard Generation in an Engine-based Virtual Environment for Video ProductionAnyi Rao, Xuekun Jiang, Yuwei Guo et al.
Amateurs working on mini-films and short-form videos usually spend lots of time and effort on the multi-round complicated process of setting and adjusting scenes, plots, and cameras to deliver satisfying video shots. We present Virtual Dynamic Storyboard (VDS) to allow users storyboarding shots in virtual environments, where the filming staff can easily test the settings of shots before the actual filming. VDS runs on a "propose-simulate-discriminate" mode: Given a formatted story script and a camera script as input, it generates several character animation and camera movement proposals following predefined story and cinematic rules to allow an off-the-shelf simulation engine to render videos. To pick up the top-quality dynamic storyboard from the candidates, we equip it with a shot ranking discriminator based on shot quality criteria learned from professional manual-created data. VDS is comprehensively validated via extensive experiments and user studies, demonstrating its efficiency, effectiveness, and great potential in assisting amateur video production.
98.4ROMay 2
Robo3R: Enhancing Robotic Manipulation with Accurate Feed-Forward 3D ReconstructionSizhe Yang, Linning Xu, Hao Li et al.
3D spatial perception is fundamental to generalizable robotic manipulation, yet obtaining reliable, high-quality 3D geometry remains challenging. Depth sensors suffer from noise and material sensitivity, while existing reconstruction models lack the precision and metric consistency required for physical interaction. We introduce Robo3R, a feed-forward, manipulation-ready 3D reconstruction model that predicts accurate, metric-scale scene geometry directly from RGB images and robot states in real time. Robo3R jointly infers scale-invariant local geometry and relative camera poses, which are unified into the scene representation in the canonical robot frame via a learned global similarity transformation. To meet the precision demands of manipulation, Robo3R employs a masked point head for sharp, fine-grained point clouds, and a keypoint-based Perspective-n-Point (PnP) formulation to refine camera extrinsics and global alignment. Trained on Robo3R-4M, a curated large-scale synthetic dataset with four million high-fidelity annotated frames, Robo3R consistently outperforms state-of-the-art reconstruction methods and depth sensors. Across downstream tasks including imitation learning, sim-to-real transfer, grasp synthesis, and collision-free motion planning, we observe consistent gains in performance, suggesting the promise of this alternative 3D sensing module for robotic manipulation.
CVSep 7, 2024
Fisheye-GS: Lightweight and Extensible Gaussian Splatting Module for Fisheye CamerasZimu Liao, Siyan Chen, Rong Fu et al.
Recently, 3D Gaussian Splatting (3DGS) has garnered attention for its high fidelity and real-time rendering. However, adapting 3DGS to different camera models, particularly fisheye lenses, poses challenges due to the unique 3D to 2D projection calculation. Additionally, there are inefficiencies in the tile-based splatting, especially for the extreme curvature and wide field of view of fisheye lenses, which are crucial for its broader real-life applications. To tackle these challenges, we introduce Fisheye-GS.This innovative method recalculates the projection transformation and its gradients for fisheye cameras. Our approach can be seamlessly integrated as a module into other efficient 3D rendering methods, emphasizing its extensibility, lightweight nature, and modular design. Since we only modified the projection component, it can also be easily adapted for use with different camera models. Compared to methods that train after undistortion, our approach demonstrates a clear improvement in visual quality.
ROFeb 2
SoMA: A Real-to-Sim Neural Simulator for Robotic Soft-body ManipulationMu Huang, Hui Wang, Kerui Ren et al.
Simulating deformable objects under rich interactions remains a fundamental challenge for real-to-sim robot manipulation, with dynamics jointly driven by environmental effects and robot actions. Existing simulators rely on predefined physics or data-driven dynamics without robot-conditioned control, limiting accuracy, stability, and generalization. This paper presents SoMA, a 3D Gaussian Splat simulator for soft-body manipulation. SoMA couples deformable dynamics, environmental forces, and robot joint actions in a unified latent neural space for end-to-end real-to-sim simulation. Modeling interactions over learned Gaussian splats enables controllable, stable long-horizon manipulation and generalization beyond observed trajectories without predefined physical models. SoMA improves resimulation accuracy and generalization on real-world robot manipulation by 20%, enabling stable simulation of complex tasks such as long-horizon cloth folding.
CVJan 29
PLANING: A Loosely Coupled Triangle-Gaussian Framework for Streaming 3D ReconstructionChangjian Jiang, Kerui Ren, Xudong Li et al.
Streaming reconstruction from monocular image sequences remains challenging, as existing methods typically favor either high-quality rendering or accurate geometry, but rarely both. We present PLANING, an efficient on-the-fly reconstruction framework built on a hybrid representation that loosely couples explicit geometric primitives with neural Gaussians, enabling geometry and appearance to be modeled in a decoupled manner. This decoupling supports an online initialization and optimization strategy that separates geometry and appearance updates, yielding stable streaming reconstruction with substantially reduced structural redundancy. PLANING improves dense mesh Chamfer-L2 by 18.52% over PGSR, surpasses ARTDECO by 1.31 dB PSNR, and reconstructs ScanNetV2 scenes in under 100 seconds, over 5x faster than 2D Gaussian Splatting, while matching the quality of offline per-scene optimization. Beyond reconstruction quality, the structural clarity and computational efficiency of PLANING make it well suited for a broad range of downstream applications, such as enabling large-scale scene modeling and simulation-ready environments for embodied AI. Project page: https://city-super.github.io/PLANING/ .
95.2CVMar 17
M^3: Dense Matching Meets Multi-View Foundation Models for Monocular Gaussian Splatting SLAMKerui Ren, Guanghao Li, Changjian Jiang et al.
Streaming reconstruction from uncalibrated monocular video remains challenging, as it requires both high-precision pose estimation and computationally efficient online refinement in dynamic environments. While coupling 3D foundation models with SLAM frameworks is a promising paradigm, a critical bottleneck persists: most multi-view foundation models estimate poses in a feed-forward manner, yielding pixel-level correspondences that lack the requisite precision for rigorous geometric optimization. To address this, we present M^3, which augments the Multi-view foundation model with a dedicated Matching head to facilitate fine-grained dense correspondences and integrates it into a robust Monocular Gaussian Splatting SLAM. M^3 further enhances tracking stability by incorporating dynamic area suppression and cross-inference intrinsic alignment. Extensive experiments on diverse indoor and outdoor benchmarks demonstrate state-of-the-art accuracy in both pose estimation and scene reconstruction. Notably, M^3 reduces ATE RMSE by 64.3% compared to VGGT-SLAM 2.0 and outperforms ARTDECO by 2.11 dB in PSNR on the ScanNet++ dataset.
GRJan 30
EAG-PT: Emission-Aware Gaussians and Path Tracing for Indoor Scene Reconstruction and EditingXijie Yang, Mulin Yu, Changjian Jiang et al.
Recent reconstruction methods based on radiance field such as NeRF and 3DGS reproduce indoor scenes with high visual fidelity, but break down under scene editing due to baked illumination and the lack of explicit light transport. In contrast, physically based inverse rendering relies on mesh representations and path tracing, which enforce correct light transport but place strong requirements on geometric fidelity, becoming a practical bottleneck for real indoor scenes. In this work, we propose Emission-Aware Gaussians and Path Tracing (EAG-PT), aiming for physically based light transport with a unified 2D Gaussian representation. Our design is based on three cores: (1) using 2D Gaussians as a unified scene representation and transport-friendly geometry proxy that avoids reconstructed mesh, (2) explicitly separating emissive and non-emissive components during reconstruction for further scene editing, and (3) decoupling reconstruction from final rendering by using efficient single-bounce optimization and high-quality multi-bounce path tracing after scene editing. Experiments on synthetic and real indoor scenes show that EAG-PT produces more natural and physically consistent renders after editing than radiant scene reconstructions, while preserving finer geometric detail and avoiding mesh-induced artifacts compared to mesh-based inverse path tracing. These results suggest promising directions for future use in interior design, XR content creation, and embodied AI.
CVFeb 4
SynthVerse: A Large-Scale Diverse Synthetic Dataset for Point TrackingWeiguang Zhao, Haoran Xu, Xingyu Miao et al.
Point tracking aims to follow visual points through complex motion, occlusion, and viewpoint changes, and has advanced rapidly with modern foundation models. Yet progress toward general point tracking remains constrained by limited high-quality data, as existing datasets often provide insufficient diversity and imperfect trajectory annotations. To this end, we introduce SynthVerse, a large-scale, diverse synthetic dataset specifically designed for point tracking. SynthVerse includes several new domains and object types missing from existing synthetic datasets, such as animated-film-style content, embodied manipulation, scene navigation, and articulated objects. SynthVerse substantially expands dataset diversity by covering a broader range of object categories and providing high-quality dynamic motions and interactions, enabling more robust training and evaluation for general point tracking. In addition, we establish a highly diverse point tracking benchmark to systematically evaluate state-of-the-art methods under broader domain shifts. Extensive experiments and analyses demonstrate that training with SynthVerse yields consistent improvements in generalization and reveal limitations of existing trackers under diverse settings.
CVFeb 4
TrajVG: 3D Trajectory-Coupled Visual Geometry LearningXingyu Miao, Weiguang Zhao, Tao Lu et al.
Feed-forward multi-frame 3D reconstruction models often degrade on videos with object motion. Global-reference becomes ambiguous under multiple motions, while the local pointmap relies heavily on estimated relative poses and can drift, causing cross-frame misalignment and duplicated structures. We propose TrajVG, a reconstruction framework that makes cross-frame 3D correspondence an explicit prediction by estimating camera-coordinate 3D trajectories. We couple sparse trajectories, per-frame local point maps, and relative camera poses with geometric consistency objectives: (i) bidirectional trajectory-pointmap consistency with controlled gradient flow, and (ii) a pose consistency objective driven by static track anchors that suppresses gradients from dynamic regions. To scale training to in-the-wild videos where 3D trajectory labels are scarce, we reformulate the same coupling constraints into self-supervised objectives using only pseudo 2D tracks, enabling unified training with mixed supervision. Extensive experiments across 3D tracking, pose estimation, pointmap reconstruction, and video depth show that TrajVG surpasses the current feedforward performance baseline.
CVMar 26, 2024
Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D GaussiansKerui Ren, Lihan Jiang, Tao Lu et al.
The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results. Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.
CVMar 25, 2024
GSDF: 3DGS Meets SDF for Improved Rendering and ReconstructionMulin Yu, Tao Lu, Linning Xu et al.
Presenting a 3D scene from multiview images remains a core and long-standing challenge in computer vision and computer graphics. Two main requirements lie in rendering and reconstruction. Notably, SOTA rendering quality is usually achieved with neural volumetric rendering techniques, which rely on aggregated point/primitive-wise color and neglect the underlying scene geometry. Learning of neural implicit surfaces is sparked from the success of neural rendering. Current works either constrain the distribution of density fields or the shape of primitives, resulting in degraded rendering quality and flaws on the learned scene surfaces. The efficacy of such methods is limited by the inherent constraints of the chosen neural representation, which struggles to capture fine surface details, especially for larger, more intricate scenes. To address these issues, we introduce GSDF, a novel dual-branch architecture that combines the benefits of a flexible and efficient 3D Gaussian Splatting (3DGS) representation with neural Signed Distance Fields (SDF). The core idea is to leverage and enhance the strengths of each branch while alleviating their limitation through mutual guidance and joint supervision. We show on diverse scenes that our design unlocks the potential for more accurate and detailed surface reconstructions, and at the meantime benefits 3DGS rendering with structures that are more aligned with the underlying geometry.
90.5CVMay 8
AsyncEvGS: Asynchronous Event-Assisted Gaussian Splatting for Handheld Motion-Blurred ScenesJun Dai, Renbiao Jin, Bo Xu et al.
3D reconstruction methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) achieve impressive photorealism but fail when input images suffer from severe motion blur. While event cameras provide high-temporal-resolution motion cues, existing event-assisted approaches rely on low-resolution sensors and strict synchronization, limiting their practicality for handheld 3D capture on common devices, such as smartphones. We introduce a flexible, high-resolution asynchronous RGB-Event dual-camera system and a corresponding reconstruction framework. Our approach first reconstructs sharp images from the event data and then employs a cross-domain pose estimation module based on the Visual Geometry Transformer (VGGT) to obtain robust initialization for 3DGS. During optimization, we employ a structure-driven event loss and view-specific consistency regularizers to mitigate the ill-posed behavior of traditional event losses and deblurring losses, ensuring both stable and high-fidelity reconstruction. We further contribute AsyncEv-Deblur, a new high-resolution RGB-Event dataset captured with our asynchronous system. Experiments demonstrate that our method achieves state-of-the-art performance on both our challenging dataset and existing benchmarks, substantially improving reconstruction robustness under severe motion blur. Project page: https://openimaginglab.github.io/AsyncEvGS/
97.4ROMar 11
FutureVLA: Joint Visuomotor Prediction for Vision-Language-Action ModelXiaoxu Xu, Hao Li, Jinhui Ye et al.
Predictive foresight is important to intelligent embodied agents. Since the motor execution of a robot is intrinsically constrained by its visual perception of environmental geometry, effectively anticipating the future requires capturing this tightly coupled visuomotor interplay. While recent vision-language-action models attempt to incorporate future guidance, they struggle with this joint modeling. Existing explicit methods divert capacity to task-irrelevant visual details, whereas implicit methods relying on sparse frame pairs disrupt temporal continuity. By heavily relying on visual reconstruction, these methods become visually dominated, entangling static scene context with dynamic action intent. We argue that effective joint visuomotor predictive modeling requires both temporal continuity and visually-conditioned supervision decoupling. To this end, we propose FutureVLA, featuring a novel Joint Visuomotor Predictive Architecture. FutureVLA is designed to extract joint visuomotor embeddings by first decoupling visual and motor information, and then jointly encoding generalized physical priors. Specifically, in the pretraining stage, we leverage heterogeneous manipulation datasets and introduce a Joint Visuomotor Gating mechanism to structurally separate visual state preservation from temporal action modeling. It allows the motor stream to focus on continuous physical dynamics while explicitly querying visual tokens for environmental constraints, yielding highly generalizable joint visuomotor embeddings. Subsequently, in the post-training stage, we employ a latent embeddings alignment strategy, enabling diverse downstream VLA models to internalize these temporal priors without modifying their inference architectures. Extensive experiments demonstrate that FutureVLA consistently improves VLA frameworks.
CVMay 29, 2025
AnySplat: Feed-forward 3D Gaussian Splatting from Unconstrained ViewsLihan Jiang, Yucheng Mao, Linning Xu et al.
We introduce AnySplat, a feed forward network for novel view synthesis from uncalibrated image collections. In contrast to traditional neural rendering pipelines that demand known camera poses and per scene optimization, or recent feed forward methods that buckle under the computational weight of dense views, our model predicts everything in one shot. A single forward pass yields a set of 3D Gaussian primitives encoding both scene geometry and appearance, and the corresponding camera intrinsics and extrinsics for each input image. This unified design scales effortlessly to casually captured, multi view datasets without any pose annotations. In extensive zero shot evaluations, AnySplat matches the quality of pose aware baselines in both sparse and dense view scenarios while surpassing existing pose free approaches. Moreover, it greatly reduce rendering latency compared to optimization based neural fields, bringing real time novel view synthesis within reach for unconstrained capture settings.Project page: https://city-super.github.io/anysplat/
CVMay 16, 2024
Dual3D: Efficient and Consistent Text-to-3D Generation with Dual-mode Multi-view Latent DiffusionXinyang Li, Zhangyu Lai, Linning Xu et al.
We present Dual3D, a novel text-to-3D generation framework that generates high-quality 3D assets from texts in only $1$ minute.The key component is a dual-mode multi-view latent diffusion model. Given the noisy multi-view latents, the 2D mode can efficiently denoise them with a single latent denoising network, while the 3D mode can generate a tri-plane neural surface for consistent rendering-based denoising. Most modules for both modes are tuned from a pre-trained text-to-image latent diffusion model to circumvent the expensive cost of training from scratch. To overcome the high rendering cost during inference, we propose the dual-mode toggling inference strategy to use only $1/10$ denoising steps with 3D mode, successfully generating a 3D asset in just $10$ seconds without sacrificing quality. The texture of the 3D asset can be further enhanced by our efficient texture refinement process in a short time. Extensive experiments demonstrate that our method delivers state-of-the-art performance while significantly reducing generation time. Our project page is available at https://dual3d.github.io
CVDec 2, 2024
Horizon-GS: Unified 3D Gaussian Splatting for Large-Scale Aerial-to-Ground ScenesLihan Jiang, Kerui Ren, Mulin Yu et al.
Seamless integration of both aerial and street view images remains a significant challenge in neural scene reconstruction and rendering. Existing methods predominantly focus on single domain, limiting their applications in immersive environments, which demand extensive free view exploration with large view changes both horizontally and vertically. We introduce Horizon-GS, a novel approach built upon Gaussian Splatting techniques, tackles the unified reconstruction and rendering for aerial and street views. Our method addresses the key challenges of combining these perspectives with a new training strategy, overcoming viewpoint discrepancies to generate high-fidelity scenes. We also curate a high-quality aerial-to-ground views dataset encompassing both synthetic and real-world scene to advance further research. Experiments across diverse urban scene datasets confirm the effectiveness of our method.
CVDec 10, 2024
Proc-GS: Procedural Building Generation for City Assembly with 3D GaussiansYixuan Li, Xingjian Ran, Linning Xu et al.
Buildings are primary components of cities, often featuring repeated elements such as windows and doors. Traditional 3D building asset creation is labor-intensive and requires specialized skills to develop design rules. Recent generative models for building creation often overlook these patterns, leading to low visual fidelity and limited scalability. Drawing inspiration from procedural modeling techniques used in the gaming and visual effects industry, our method, Proc-GS, integrates procedural code into the 3D Gaussian Splatting (3D-GS) framework, leveraging their advantages in high-fidelity rendering and efficient asset management from both worlds. By manipulating procedural code, we can streamline this process and generate an infinite variety of buildings. This integration significantly reduces model size by utilizing shared foundational assets, enabling scalable generation with precise control over building assembly. We showcase the potential for expansive cityscape generation while maintaining high rendering fidelity and precise control on both real and synthetic cases.
93.0CVApr 21
AnyRecon: Arbitrary-View 3D Reconstruction with Video Diffusion ModelYutian Chen, Shi Guo, Renbiao Jin et al.
Sparse-view 3D reconstruction is essential for modeling scenes from casual captures, but remain challenging for non-generative reconstruction. Existing diffusion-based approaches mitigates this issues by synthesizing novel views, but they often condition on only one or two capture frames, which restricts geometric consistency and limits scalability to large or diverse scenes. We propose AnyRecon, a scalable framework for reconstruction from arbitrary and unordered sparse inputs that preserves explicit geometric control while supporting flexible conditioning cardinality. To support long-range conditioning, our method constructs a persistent global scene memory via a prepended capture view cache, and removes temporal compression to maintain frame-level correspondence under large viewpoint changes. Beyond better generative model, we also find that the interplay between generation and reconstruction is crucial for large-scale 3D scenes. Thus, we introduce a geometry-aware conditioning strategy that couples generation and reconstruction through an explicit 3D geometric memory and geometry-driven capture-view retrieval. To ensure efficiency, we combine 4-step diffusion distillation with context-window sparse attention to reduce quadratic complexity. Extensive experiments demonstrate robust and scalable reconstruction across irregular inputs, large viewpoint gaps, and long trajectories.
CVFeb 20, 2025
GS-Cache: A GS-Cache Inference Framework for Large-scale Gaussian Splatting ModelsMiao Tao, Yuanzhen Zhou, Haoran Xu et al.
Rendering large-scale 3D Gaussian Splatting (3DGS) model faces significant challenges in achieving real-time, high-fidelity performance on consumer-grade devices. Fully realizing the potential of 3DGS in applications such as virtual reality (VR) requires addressing critical system-level challenges to support real-time, immersive experiences. We propose GS-Cache, an end-to-end framework that seamlessly integrates 3DGS's advanced representation with a highly optimized rendering system. GS-Cache introduces a cache-centric pipeline to eliminate redundant computations, an efficiency-aware scheduler for elastic multi-GPU rendering, and optimized CUDA kernels to overcome computational bottlenecks. This synergy between 3DGS and system design enables GS-Cache to achieve up to 5.35x performance improvement, 35% latency reduction, and 42% lower GPU memory usage, supporting 2K binocular rendering at over 120 FPS with high visual quality. By bridging the gap between 3DGS's representation power and the demands of VR systems, GS-Cache establishes a scalable and efficient framework for real-time neural rendering in immersive environments.
CVJun 5, 2025
Direct Numerical Layout Generation for 3D Indoor Scene Synthesis via Spatial ReasoningXingjian Ran, Yixuan Li, Linning Xu et al.
Realistic 3D indoor scene synthesis is vital for embodied AI and digital content creation. It can be naturally divided into two subtasks: object generation and layout generation. While recent generative models have significantly advanced object-level quality and controllability, layout generation remains challenging due to limited datasets. Existing methods either overfit to these datasets or rely on predefined constraints to optimize numerical layout that sacrifice flexibility. As a result, they fail to generate scenes that are both open-vocabulary and aligned with fine-grained user instructions. We introduce DirectLayout, a framework that directly generates numerical 3D layouts from text descriptions using generalizable spatial reasoning of large language models (LLMs). DirectLayout decomposes the generation into three stages: producing a Bird's-Eye View (BEV) layout, lifting it into 3D space, and refining object placements. To enable explicit spatial reasoning and help the model grasp basic principles of object placement, we employ Chain-of-Thought (CoT) Activation based on the 3D-Front dataset. Additionally, we design CoT-Grounded Generative Layout Reward to enhance generalization and spatial planning. During inference, DirectLayout addresses asset-layout mismatches via Iterative Asset-Layout Alignment through in-context learning. Extensive experiments demonstrate that DirectLayout achieves impressive semantic consistency, generalization and physical plausibility.
GRJul 21, 2025
ObjectGS: Object-aware Scene Reconstruction and Scene Understanding via Gaussian SplattingRuijie Zhu, Mulin Yu, Linning Xu et al.
3D Gaussian Splatting is renowned for its high-fidelity reconstructions and real-time novel view synthesis, yet its lack of semantic understanding limits object-level perception. In this work, we propose ObjectGS, an object-aware framework that unifies 3D scene reconstruction with semantic understanding. Instead of treating the scene as a unified whole, ObjectGS models individual objects as local anchors that generate neural Gaussians and share object IDs, enabling precise object-level reconstruction. During training, we dynamically grow or prune these anchors and optimize their features, while a one-hot ID encoding with a classification loss enforces clear semantic constraints. We show through extensive experiments that ObjectGS not only outperforms state-of-the-art methods on open-vocabulary and panoptic segmentation tasks, but also integrates seamlessly with applications like mesh extraction and scene editing. Project page: https://ruijiezhu94.github.io/ObjectGS_page
CVOct 9, 2025
ARTDECO: Towards Efficient and High-Fidelity On-the-Fly 3D Reconstruction with Structured Scene RepresentationGuanghao Li, Kerui Ren, Linning Xu et al.
On-the-fly 3D reconstruction from monocular image sequences is a long-standing challenge in computer vision, critical for applications such as real-to-sim, AR/VR, and robotics. Existing methods face a major tradeoff: per-scene optimization yields high fidelity but is computationally expensive, whereas feed-forward foundation models enable real-time inference but struggle with accuracy and robustness. In this work, we propose ARTDECO, a unified framework that combines the efficiency of feed-forward models with the reliability of SLAM-based pipelines. ARTDECO uses 3D foundation models for pose estimation and point prediction, coupled with a Gaussian decoder that transforms multi-scale features into structured 3D Gaussians. To sustain both fidelity and efficiency at scale, we design a hierarchical Gaussian representation with a LoD-aware rendering strategy, which improves rendering fidelity while reducing redundancy. Experiments on eight diverse indoor and outdoor benchmarks show that ARTDECO delivers interactive performance comparable to SLAM, robustness similar to feed-forward systems, and reconstruction quality close to per-scene optimization, providing a practical path toward on-the-fly digitization of real-world environments with both accurate geometry and high visual fidelity. Explore more demos on our project page: https://city-super.github.io/artdeco/.
AIOct 11, 2025
SwarmSys: Decentralized Swarm-Inspired Agents for Scalable and Adaptive ReasoningRuohao Li, Hongjun Liu, Leyi Zhao et al.
Large language model (LLM) agents have shown remarkable reasoning abilities. However, existing multi-agent frameworks often rely on fixed roles or centralized control, limiting scalability and adaptability in long-horizon reasoning. We introduce SwarmSys, a closed-loop framework for distributed multi-agent reasoning inspired by swarm intelligence. Coordination in SwarmSys emerges through iterative interactions among three specialized roles, Explorers, Workers, and Validators, that continuously cycle through exploration, exploitation, and validation. To enable scalable and adaptive collaboration, we integrate adaptive agent and event profiles, embedding-based probabilistic matching, and a pheromone-inspired reinforcement mechanism, supporting dynamic task allocation and self-organizing convergence without global supervision. Across symbolic reasoning, research synthesis, and scientific programming tasks, SwarmSys consistently outperforms baselines, improving both accuracy and reasoning stability. These findings highlight swarm-inspired coordination as a promising paradigm for scalable, robust, and adaptive multi-agent reasoning, suggesting that coordination scaling may rival model scaling in advancing LLM intelligence.
LGSep 26, 2025
Reversible GNS for Dissipative Fluids with Consistent Bidirectional DynamicsMu Huang, Linning Xu, Mingyue Dai et al.
Simulating physically plausible trajectories toward user-defined goals is a fundamental yet challenging task in fluid dynamics. While particle-based simulators can efficiently reproduce forward dynamics, inverse inference remains difficult, especially in dissipative systems where dynamics are irreversible and optimization-based solvers are slow, unstable, and often fail to converge. In this work, we introduce the Reversible Graph Network Simulator (R-GNS), a unified framework that enforces bidirectional consistency within a single graph architecture. Unlike prior neural simulators that approximate inverse dynamics by fitting backward data, R-GNS does not attempt to reverse the underlying physics. Instead, we propose a mathematically invertible design based on residual reversible message passing with shared parameters, coupling forward dynamics with inverse inference to deliver accurate predictions and efficient recovery of plausible initial states. Experiments on three dissipative benchmarks (Water-3D, WaterRamps, and WaterDrop) show that R-GNS achieves higher accuracy and consistency with only one quarter of the parameters, and performs inverse inference more than 100 times faster than optimization-based baselines. For forward simulation, R-GNS matches the speed of strong GNS baselines, while in goal-conditioned tasks it eliminates iterative optimization and achieves orders-of-magnitude speedups. On goal-conditioned tasks, R-GNS further demonstrates its ability to complex target shapes (e.g., characters "L" and "N") through vivid, physically consistent trajectories. To our knowledge, this is the first reversible framework that unifies forward and inverse simulation for dissipative fluid systems.
CVMay 27, 2025
MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow GenerationKerui Ren, Jiayang Bai, Linning Xu et al.
Object compositing offers significant promise for augmented reality (AR) and embodied intelligence applications. Existing approaches predominantly focus on single-image scenarios or intrinsic decomposition techniques, facing challenges with multi-view consistency, complex scenes, and diverse lighting conditions. Recent inverse rendering advancements, such as 3D Gaussian and diffusion-based methods, have enhanced consistency but are limited by scalability, heavy data requirements, or prolonged reconstruction time per scene. To broaden its applicability, we introduce MV-CoLight, a two-stage framework for illumination-consistent object compositing in both 2D images and 3D scenes. Our novel feed-forward architecture models lighting and shadows directly, avoiding the iterative biases of diffusion-based methods. We employ a Hilbert curve-based mapping to align 2D image inputs with 3D Gaussian scene representations seamlessly. To facilitate training and evaluation, we further introduce a large-scale 3D compositing dataset. Experiments demonstrate state-of-the-art harmonized results across standard benchmarks and our dataset, as well as casually captured real-world scenes demonstrate the framework's robustness and wide generalization.
CVJun 25, 2024
Director3D: Real-world Camera Trajectory and 3D Scene Generation from TextXinyang Li, Zhangyu Lai, Linning Xu et al.
Recent advancements in 3D generation have leveraged synthetic datasets with ground truth 3D assets and predefined cameras. However, the potential of adopting real-world datasets, which can produce significantly more realistic 3D scenes, remains largely unexplored. In this work, we delve into the key challenge of the complex and scene-specific camera trajectories found in real-world captures. We introduce Director3D, a robust open-world text-to-3D generation framework, designed to generate both real-world 3D scenes and adaptive camera trajectories. To achieve this, (1) we first utilize a Trajectory Diffusion Transformer, acting as the Cinematographer, to model the distribution of camera trajectories based on textual descriptions. (2) Next, a Gaussian-driven Multi-view Latent Diffusion Model serves as the Decorator, modeling the image sequence distribution given the camera trajectories and texts. This model, fine-tuned from a 2D diffusion model, directly generates pixel-aligned 3D Gaussians as an immediate 3D scene representation for consistent denoising. (3) Lastly, the 3D Gaussians are refined by a novel SDS++ loss as the Detailer, which incorporates the prior of the 2D diffusion model. Extensive experiments demonstrate that Director3D outperforms existing methods, offering superior performance in real-world 3D generation.
CVDec 10, 2021
BungeeNeRF: Progressive Neural Radiance Field for Extreme Multi-scale Scene RenderingYuanbo Xiangli, Linning Xu, Xingang Pan et al.
Neural radiance fields (NeRF) has achieved outstanding performance in modeling 3D objects and controlled scenes, usually under a single scale. In this work, we focus on multi-scale cases where large changes in imagery are observed at drastically different scales. This scenario vastly exists in real-world 3D environments, such as city scenes, with views ranging from satellite level that captures the overview of a city, to ground level imagery showing complex details of an architecture; and can also be commonly identified in landscape and delicate minecraft 3D models. The wide span of viewing positions within these scenes yields multi-scale renderings with very different levels of detail, which poses great challenges to neural radiance field and biases it towards compromised results. To address these issues, we introduce BungeeNeRF, a progressive neural radiance field that achieves level-of-detail rendering across drastically varied scales. Starting from fitting distant views with a shallow base block, as training progresses, new blocks are appended to accommodate the emerging details in the increasingly closer views. The strategy progressively activates high-frequency channels in NeRF's positional encoding inputs and successively unfolds more complex details as the training proceeds. We demonstrate the superiority of BungeeNeRF in modeling diverse multi-scale scenes with drastically varying views on multiple data sources (city models, synthetic, and drone captured data) and its support for high-quality rendering in different levels of detail.
CVAug 8, 2020
A Unified Framework for Shot Type Classification Based on Subject Centric LensAnyi Rao, Jiaze Wang, Linning Xu et al.
Shots are key narrative elements of various videos, e.g. movies, TV series, and user-generated videos that are thriving over the Internet. The types of shots greatly influence how the underlying ideas, emotions, and messages are expressed. The technique to analyze shot types is important to the understanding of videos, which has seen increasing demand in real-world applications in this era. Classifying shot type is challenging due to the additional information required beyond the video content, such as the spatial composition of a frame and camera movement. To address these issues, we propose a learning framework Subject Guidance Network (SGNet) for shot type recognition. SGNet separates the subject and background of a shot into two streams, serving as separate guidance maps for scale and movement type classification respectively. To facilitate shot type analysis and model evaluations, we build a large-scale dataset MovieShots, which contains 46K shots from 7K movie trailers with annotations of their scale and movement types. Experiments show that our framework is able to recognize these two attributes of shot accurately, outperforming all the previous methods.
CVAug 8, 2020
Online Multi-modal Person Search in VideosJiangyue Xia, Anyi Rao, Qingqiu Huang et al.
The task of searching certain people in videos has seen increasing potential in real-world applications, such as video organization and editing. Most existing approaches are devised to work in an offline manner, where identities can only be inferred after an entire video is examined. This working manner precludes such methods from being applied to online services or those applications that require real-time responses. In this paper, we propose an online person search framework, which can recognize people in a video on the fly. This framework maintains a multimodal memory bank at its heart as the basis for person recognition, and updates it dynamically with a policy obtained by reinforcement learning. Our experiments on a large movie dataset show that the proposed method is effective, not only achieving remarkable improvements over online schemes but also outperforming offline methods.
CVJul 17, 2020
Learn to Propagate Reliably on Noisy Affinity GraphsLei Yang, Qingqiu Huang, Huaiyi Huang et al.
Recent works have shown that exploiting unlabeled data through label propagation can substantially reduce the labeling cost, which has been a critical issue in developing visual recognition models. Yet, how to propagate labels reliably, especially on a dataset with unknown outliers, remains an open question. Conventional methods such as linear diffusion lack the capability of handling complex graph structures and may perform poorly when the seeds are sparse. Latest methods based on graph neural networks would face difficulties on performance drop as they scale out to noisy graphs. To overcome these difficulties, we propose a new framework that allows labels to be propagated reliably on large-scale real-world data. This framework incorporates (1) a local graph neural network to predict accurately on varying local structures while maintaining high scalability, and (2) a confidence-based path scheduler that identifies outliers and moves forward the propagation frontier in a prudent way. Experiments on both ImageNet and Ms-Celeb-1M show that our confidence guided framework can significantly improve the overall accuracies of the propagated labels, especially when the graph is very noisy.
CVApr 6, 2020
A Local-to-Global Approach to Multi-modal Movie Scene SegmentationAnyi Rao, Linning Xu, Yu Xiong et al.
Scene, as the crucial unit of storytelling in movies, contains complex activities of actors and their interactions in a physical environment. Identifying the composition of scenes serves as a critical step towards semantic understanding of movies. This is very challenging -- compared to the videos studied in conventional vision problems, e.g. action recognition, as scenes in movies usually contain much richer temporal structures and more complex semantic information. Towards this goal, we scale up the scene segmentation task by building a large-scale video dataset MovieScenes, which contains 21K annotated scene segments from 150 movies. We further propose a local-to-global scene segmentation framework, which integrates multi-modal information across three levels, i.e. clip, segment, and movie. This framework is able to distill complex semantics from hierarchical temporal structures over a long movie, providing top-down guidance for scene segmentation. Our experiments show that the proposed network is able to segment a movie into scenes with high accuracy, consistently outperforming previous methods. We also found that pretraining on our MovieScenes can bring significant improvements to the existing approaches.
MLJun 6, 2019
A General $\mathcal{O}(n^2)$ Hyper-Parameter Optimization for Gaussian Process Regression with Cross-Validation and Non-linearly Constrained ADMMLinning Xu, Feng Yin, Jiawei Zhang et al.
Hyper-parameter optimization remains as the core issue of Gaussian process (GP) for machine learning nowadays. The benchmark method using maximum likelihood (ML) estimation and gradient descent (GD) is impractical for processing big data due to its $O(n^3)$ complexity. Many sophisticated global or local approximation models, for instance, sparse GP, distributed GP, have been proposed to address such complexity issue. In this paper, we propose two novel and general-purpose GP hyper-parameter training schemes (GPCV-ADMM) by replacing ML with cross-validation (CV) as the fitting criterion and replacing GD with a non-linearly constrained alternating direction method of multipliers (ADMM) as the optimization method. The proposed schemes are of $O(n^2)$ complexity for any covariance matrix without special structure. We conduct various experiments based on both synthetic and real data sets, wherein the proposed schemes show excellent performance in terms of convergence, hyper-parameter estimation accuracy, and computational time in comparison with the traditional ML based routines given in the GPML toolbox.