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Aug 1

Mono-ViFI: A Unified Learning Framework for Self-supervised Single- and Multi-frame Monocular Depth Estimation

Self-supervised monocular depth estimation has gathered notable interest since it can liberate training from dependency on depth annotations. In monocular video training case, recent methods only conduct view synthesis between existing camera views, leading to insufficient guidance. To tackle this, we try to synthesize more virtual camera views by flow-based video frame interpolation (VFI), termed as temporal augmentation. For multi-frame inference, to sidestep the problem of dynamic objects encountered by explicit geometry-based methods like ManyDepth, we return to the feature fusion paradigm and design a VFI-assisted multi-frame fusion module to align and aggregate multi-frame features, using motion and occlusion information obtained by the flow-based VFI model. Finally, we construct a unified self-supervised learning framework, named Mono-ViFI, to bilaterally connect single- and multi-frame depth. In this framework, spatial data augmentation through image affine transformation is incorporated for data diversity, along with a triplet depth consistency loss for regularization. The single- and multi-frame models can share weights, making our framework compact and memory-efficient. Extensive experiments demonstrate that our method can bring significant improvements to current advanced architectures. Source code is available at https://github.com/LiuJF1226/Mono-ViFI.

MV-VTON: Multi-View Virtual Try-On with Diffusion Models

The goal of image-based virtual try-on is to generate an image of the target person naturally wearing the given clothing. However, existing methods solely focus on the frontal try-on using the frontal clothing. When the views of the clothing and person are significantly inconsistent, particularly when the person's view is non-frontal, the results are unsatisfactory. To address this challenge, we introduce Multi-View Virtual Try-ON (MV-VTON), which aims to reconstruct the dressing results from multiple views using the given clothes. Given that single-view clothes provide insufficient information for MV-VTON, we instead employ two images, i.e., the frontal and back views of the clothing, to encompass the complete view as much as possible. Moreover, we adopt diffusion models that have demonstrated superior abilities to perform our MV-VTON. In particular, we propose a view-adaptive selection method where hard-selection and soft-selection are applied to the global and local clothing feature extraction, respectively. This ensures that the clothing features are roughly fit to the person's view. Subsequently, we suggest joint attention blocks to align and fuse clothing features with person features. Additionally, we collect a MV-VTON dataset MVG, in which each person has multiple photos with diverse views and poses. Experiments show that the proposed method not only achieves state-of-the-art results on MV-VTON task using our MVG dataset, but also has superiority on frontal-view virtual try-on task using VITON-HD and DressCode datasets.

Virtual Prompt Injection for Instruction-Tuned Large Language Models

We present Virtual Prompt Injection (VPI) for instruction-tuned Large Language Models (LLMs). VPI allows an attacker-specified virtual prompt to steer the model behavior under specific trigger scenario without any explicit injection in model input. For instance, if an LLM is compromised with the virtual prompt "Describe Joe Biden negatively." for Joe Biden-related instructions, then any service deploying this model will propagate biased views when handling user queries related to Joe Biden. VPI is especially harmful for two primary reasons. Firstly, the attacker can take fine-grained control over LLM behaviors by defining various virtual prompts, exploiting LLMs' proficiency in following instructions. Secondly, this control is achieved without any interaction from the attacker while the model is in service, leading to persistent attack. To demonstrate the threat, we propose a simple method for performing VPI by poisoning the model's instruction tuning data. We find that our proposed method is highly effective in steering the LLM with VPI. For example, by injecting only 52 poisoned examples (0.1% of the training data size) into the instruction tuning data, the percentage of negative responses given by the trained model on Joe Biden-related queries change from 0% to 40%. We thus highlight the necessity of ensuring the integrity of the instruction-tuning data as little poisoned data can cause stealthy and persistent harm to the deployed model. We further explore the possible defenses and identify data filtering as an effective way to defend against the poisoning attacks. Our project page is available at https://poison-llm.github.io.

3DRealCar: An In-the-wild RGB-D Car Dataset with 360-degree Views

3D cars are commonly used in self-driving systems, virtual/augmented reality, and games. However, existing 3D car datasets are either synthetic or low-quality, presenting a significant gap toward the high-quality real-world 3D car datasets and limiting their applications in practical scenarios. In this paper, we propose the first large-scale 3D real car dataset, termed 3DRealCar, offering three distinctive features. (1) High-Volume: 2,500 cars are meticulously scanned by 3D scanners, obtaining car images and point clouds with real-world dimensions; (2) High-Quality: Each car is captured in an average of 200 dense, high-resolution 360-degree RGB-D views, enabling high-fidelity 3D reconstruction; (3) High-Diversity: The dataset contains various cars from over 100 brands, collected under three distinct lighting conditions, including reflective, standard, and dark. Additionally, we offer detailed car parsing maps for each instance to promote research in car parsing tasks. Moreover, we remove background point clouds and standardize the car orientation to a unified axis for the reconstruction only on cars without background and controllable rendering. We benchmark 3D reconstruction results with state-of-the-art methods across each lighting condition in 3DRealCar. Extensive experiments demonstrate that the standard lighting condition part of 3DRealCar can be used to produce a large number of high-quality 3D cars, improving various 2D and 3D tasks related to cars. Notably, our dataset brings insight into the fact that recent 3D reconstruction methods face challenges in reconstructing high-quality 3D cars under reflective and dark lighting conditions. red{https://xiaobiaodu.github.io/3drealcar/{Our dataset is available here.}}

AniDress: Animatable Loose-Dressed Avatar from Sparse Views Using Garment Rigging Model

Recent communities have seen significant progress in building photo-realistic animatable avatars from sparse multi-view videos. However, current workflows struggle to render realistic garment dynamics for loose-fitting characters as they predominantly rely on naked body models for human modeling while leaving the garment part un-modeled. This is mainly due to that the deformations yielded by loose garments are highly non-rigid, and capturing such deformations often requires dense views as supervision. In this paper, we introduce AniDress, a novel method for generating animatable human avatars in loose clothes using very sparse multi-view videos (4-8 in our setting). To allow the capturing and appearance learning of loose garments in such a situation, we employ a virtual bone-based garment rigging model obtained from physics-based simulation data. Such a model allows us to capture and render complex garment dynamics through a set of low-dimensional bone transformations. Technically, we develop a novel method for estimating temporal coherent garment dynamics from a sparse multi-view video. To build a realistic rendering for unseen garment status using coarse estimations, a pose-driven deformable neural radiance field conditioned on both body and garment motions is introduced, providing explicit control of both parts. At test time, the new garment poses can be captured from unseen situations, derived from a physics-based or neural network-based simulator to drive unseen garment dynamics. To evaluate our approach, we create a multi-view dataset that captures loose-dressed performers with diverse motions. Experiments show that our method is able to render natural garment dynamics that deviate highly from the body and generalize well to both unseen views and poses, surpassing the performance of existing methods. The code and data will be publicly available.

OGGSplat: Open Gaussian Growing for Generalizable Reconstruction with Expanded Field-of-View

Reconstructing semantic-aware 3D scenes from sparse views is a challenging yet essential research direction, driven by the demands of emerging applications such as virtual reality and embodied AI. Existing per-scene optimization methods require dense input views and incur high computational costs, while generalizable approaches often struggle to reconstruct regions outside the input view cone. In this paper, we propose OGGSplat, an open Gaussian growing method that expands the field-of-view in generalizable 3D reconstruction. Our key insight is that the semantic attributes of open Gaussians provide strong priors for image extrapolation, enabling both semantic consistency and visual plausibility. Specifically, once open Gaussians are initialized from sparse views, we introduce an RGB-semantic consistent inpainting module applied to selected rendered views. This module enforces bidirectional control between an image diffusion model and a semantic diffusion model. The inpainted regions are then lifted back into 3D space for efficient and progressive Gaussian parameter optimization. To evaluate our method, we establish a Gaussian Outpainting (GO) benchmark that assesses both semantic and generative quality of reconstructed open-vocabulary scenes. OGGSplat also demonstrates promising semantic-aware scene reconstruction capabilities when provided with two view images captured directly from a smartphone camera.

Fast Registration of Photorealistic Avatars for VR Facial Animation

Virtual Reality (VR) bares promise of social interactions that can feel more immersive than other media. Key to this is the ability to accurately animate a photorealistic avatar of one's likeness while wearing a VR headset. Although high quality registration of person-specific avatars to headset-mounted camera (HMC) images is possible in an offline setting, the performance of generic realtime models are significantly degraded. Online registration is also challenging due to oblique camera views and differences in modality. In this work, we first show that the domain gap between the avatar and headset-camera images is one of the primary sources of difficulty, where a transformer-based architecture achieves high accuracy on domain-consistent data, but degrades when the domain-gap is re-introduced. Building on this finding, we develop a system design that decouples the problem into two parts: 1) an iterative refinement module that takes in-domain inputs, and 2) a generic avatar-guided image-to-image style transfer module that is conditioned on current estimation of expression and head pose. These two modules reinforce each other, as image style transfer becomes easier when close-to-ground-truth examples are shown, and better domain-gap removal helps registration. Our system produces high-quality results efficiently, obviating the need for costly offline registration to generate personalized labels. We validate the accuracy and efficiency of our approach through extensive experiments on a commodity headset, demonstrating significant improvements over direct regression methods as well as offline registration.

4K4DGen: Panoramic 4D Generation at 4K Resolution

The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.

You See it, You Got it: Learning 3D Creation on Pose-Free Videos at Scale

Recent 3D generation models typically rely on limited-scale 3D `gold-labels' or 2D diffusion priors for 3D content creation. However, their performance is upper-bounded by constrained 3D priors due to the lack of scalable learning paradigms. In this work, we present See3D, a visual-conditional multi-view diffusion model trained on large-scale Internet videos for open-world 3D creation. The model aims to Get 3D knowledge by solely Seeing the visual contents from the vast and rapidly growing video data -- You See it, You Got it. To achieve this, we first scale up the training data using a proposed data curation pipeline that automatically filters out multi-view inconsistencies and insufficient observations from source videos. This results in a high-quality, richly diverse, large-scale dataset of multi-view images, termed WebVi3D, containing 320M frames from 16M video clips. Nevertheless, learning generic 3D priors from videos without explicit 3D geometry or camera pose annotations is nontrivial, and annotating poses for web-scale videos is prohibitively expensive. To eliminate the need for pose conditions, we introduce an innovative visual-condition - a purely 2D-inductive visual signal generated by adding time-dependent noise to the masked video data. Finally, we introduce a novel visual-conditional 3D generation framework by integrating See3D into a warping-based pipeline for high-fidelity 3D generation. Our numerical and visual comparisons on single and sparse reconstruction benchmarks show that See3D, trained on cost-effective and scalable video data, achieves notable zero-shot and open-world generation capabilities, markedly outperforming models trained on costly and constrained 3D datasets. Please refer to our project page at: https://vision.baai.ac.cn/see3d

LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation

3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.

SparSplat: Fast Multi-View Reconstruction with Generalizable 2D Gaussian Splatting

Recovering 3D information from scenes via multi-view stereo reconstruction (MVS) and novel view synthesis (NVS) is inherently challenging, particularly in scenarios involving sparse-view setups. The advent of 3D Gaussian Splatting (3DGS) enabled real-time, photorealistic NVS. Following this, 2D Gaussian Splatting (2DGS) leveraged perspective accurate 2D Gaussian primitive rasterization to achieve accurate geometry representation during rendering, improving 3D scene reconstruction while maintaining real-time performance. Recent approaches have tackled the problem of sparse real-time NVS using 3DGS within a generalizable, MVS-based learning framework to regress 3D Gaussian parameters. Our work extends this line of research by addressing the challenge of generalizable sparse 3D reconstruction and NVS jointly, and manages to perform successfully at both tasks. We propose an MVS-based learning pipeline that regresses 2DGS surface element parameters in a feed-forward fashion to perform 3D shape reconstruction and NVS from sparse-view images. We further show that our generalizable pipeline can benefit from preexisting foundational multi-view deep visual features. The resulting model attains the state-of-the-art results on the DTU sparse 3D reconstruction benchmark in terms of Chamfer distance to ground-truth, as-well as state-of-the-art NVS. It also demonstrates strong generalization on the BlendedMVS and Tanks and Temples datasets. We note that our model outperforms the prior state-of-the-art in feed-forward sparse view reconstruction based on volume rendering of implicit representations, while offering an almost 2 orders of magnitude higher inference speed.

MVD^2: Efficient Multiview 3D Reconstruction for Multiview Diffusion

As a promising 3D generation technique, multiview diffusion (MVD) has received a lot of attention due to its advantages in terms of generalizability, quality, and efficiency. By finetuning pretrained large image diffusion models with 3D data, the MVD methods first generate multiple views of a 3D object based on an image or text prompt and then reconstruct 3D shapes with multiview 3D reconstruction. However, the sparse views and inconsistent details in the generated images make 3D reconstruction challenging. We present MVD^2, an efficient 3D reconstruction method for multiview diffusion (MVD) images. MVD^2 aggregates image features into a 3D feature volume by projection and convolution and then decodes volumetric features into a 3D mesh. We train MVD^2 with 3D shape collections and MVD images prompted by rendered views of 3D shapes. To address the discrepancy between the generated multiview images and ground-truth views of the 3D shapes, we design a simple-yet-efficient view-dependent training scheme. MVD^2 improves the 3D generation quality of MVD and is fast and robust to various MVD methods. After training, it can efficiently decode 3D meshes from multiview images within one second. We train MVD^2 with Zero-123++ and ObjectVerse-LVIS 3D dataset and demonstrate its superior performance in generating 3D models from multiview images generated by different MVD methods, using both synthetic and real images as prompts.

EmbodiedSAM: Online Segment Any 3D Thing in Real Time

Embodied tasks require the agent to fully understand 3D scenes simultaneously with its exploration, so an online, real-time, fine-grained and highly-generalized 3D perception model is desperately needed. Since high-quality 3D data is limited, directly training such a model in 3D is almost infeasible. Meanwhile, vision foundation models (VFM) has revolutionized the field of 2D computer vision with superior performance, which makes the use of VFM to assist embodied 3D perception a promising direction. However, most existing VFM-assisted 3D perception methods are either offline or too slow that cannot be applied in practical embodied tasks. In this paper, we aim to leverage Segment Anything Model (SAM) for real-time 3D instance segmentation in an online setting. This is a challenging problem since future frames are not available in the input streaming RGB-D video, and an instance may be observed in several frames so object matching between frames is required. To address these challenges, we first propose a geometric-aware query lifting module to represent the 2D masks generated by SAM by 3D-aware queries, which is then iteratively refined by a dual-level query decoder. In this way, the 2D masks are transferred to fine-grained shapes on 3D point clouds. Benefit from the query representation for 3D masks, we can compute the similarity matrix between the 3D masks from different views by efficient matrix operation, which enables real-time inference. Experiments on ScanNet, ScanNet200, SceneNN and 3RScan show our method achieves leading performance even compared with offline methods. Our method also demonstrates great generalization ability in several zero-shot dataset transferring experiments and show great potential in open-vocabulary and data-efficient setting. Code and demo are available at https://xuxw98.github.io/ESAM/, with only one RTX 3090 GPU required for training and evaluation.

Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes

This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.

Robust Dual Gaussian Splatting for Immersive Human-centric Volumetric Videos

Volumetric video represents a transformative advancement in visual media, enabling users to freely navigate immersive virtual experiences and narrowing the gap between digital and real worlds. However, the need for extensive manual intervention to stabilize mesh sequences and the generation of excessively large assets in existing workflows impedes broader adoption. In this paper, we present a novel Gaussian-based approach, dubbed DualGS, for real-time and high-fidelity playback of complex human performance with excellent compression ratios. Our key idea in DualGS is to separately represent motion and appearance using the corresponding skin and joint Gaussians. Such an explicit disentanglement can significantly reduce motion redundancy and enhance temporal coherence. We begin by initializing the DualGS and anchoring skin Gaussians to joint Gaussians at the first frame. Subsequently, we employ a coarse-to-fine training strategy for frame-by-frame human performance modeling. It includes a coarse alignment phase for overall motion prediction as well as a fine-grained optimization for robust tracking and high-fidelity rendering. To integrate volumetric video seamlessly into VR environments, we efficiently compress motion using entropy encoding and appearance using codec compression coupled with a persistent codebook. Our approach achieves a compression ratio of up to 120 times, only requiring approximately 350KB of storage per frame. We demonstrate the efficacy of our representation through photo-realistic, free-view experiences on VR headsets, enabling users to immersively watch musicians in performance and feel the rhythm of the notes at the performers' fingertips.

NeO 360: Neural Fields for Sparse View Synthesis of Outdoor Scenes

Recent implicit neural representations have shown great results for novel view synthesis. However, existing methods require expensive per-scene optimization from many views hence limiting their application to real-world unbounded urban settings where the objects of interest or backgrounds are observed from very few views. To mitigate this challenge, we introduce a new approach called NeO 360, Neural fields for sparse view synthesis of outdoor scenes. NeO 360 is a generalizable method that reconstructs 360{\deg} scenes from a single or a few posed RGB images. The essence of our approach is in capturing the distribution of complex real-world outdoor 3D scenes and using a hybrid image-conditional triplanar representation that can be queried from any world point. Our representation combines the best of both voxel-based and bird's-eye-view (BEV) representations and is more effective and expressive than each. NeO 360's representation allows us to learn from a large collection of unbounded 3D scenes while offering generalizability to new views and novel scenes from as few as a single image during inference. We demonstrate our approach on the proposed challenging 360{\deg} unbounded dataset, called NeRDS 360, and show that NeO 360 outperforms state-of-the-art generalizable methods for novel view synthesis while also offering editing and composition capabilities. Project page: https://zubair-irshad.github.io/projects/neo360.html

From an Image to a Scene: Learning to Imagine the World from a Million 360 Videos

Three-dimensional (3D) understanding of objects and scenes play a key role in humans' ability to interact with the world and has been an active area of research in computer vision, graphics, and robotics. Large scale synthetic and object-centric 3D datasets have shown to be effective in training models that have 3D understanding of objects. However, applying a similar approach to real-world objects and scenes is difficult due to a lack of large-scale data. Videos are a potential source for real-world 3D data, but finding diverse yet corresponding views of the same content has shown to be difficult at scale. Furthermore, standard videos come with fixed viewpoints, determined at the time of capture. This restricts the ability to access scenes from a variety of more diverse and potentially useful perspectives. We argue that large scale 360 videos can address these limitations to provide: scalable corresponding frames from diverse views. In this paper, we introduce 360-1M, a 360 video dataset, and a process for efficiently finding corresponding frames from diverse viewpoints at scale. We train our diffusion-based model, Odin, on 360-1M. Empowered by the largest real-world, multi-view dataset to date, Odin is able to freely generate novel views of real-world scenes. Unlike previous methods, Odin can move the camera through the environment, enabling the model to infer the geometry and layout of the scene. Additionally, we show improved performance on standard novel view synthesis and 3D reconstruction benchmarks.

MagicTryOn: Harnessing Diffusion Transformer for Garment-Preserving Video Virtual Try-on

Video Virtual Try-On (VVT) aims to simulate the natural appearance of garments across consecutive video frames, capturing their dynamic variations and interactions with human body motion. However, current VVT methods still face challenges in terms of spatiotemporal consistency and garment content preservation. First, they use diffusion models based on the U-Net, which are limited in their expressive capability and struggle to reconstruct complex details. Second, they adopt a separative modeling approach for spatial and temporal attention, which hinders the effective capture of structural relationships and dynamic consistency across frames. Third, their expression of garment details remains insufficient, affecting the realism and stability of the overall synthesized results, especially during human motion. To address the above challenges, we propose MagicTryOn, a video virtual try-on framework built upon the large-scale video diffusion Transformer. We replace the U-Net architecture with a diffusion Transformer and combine full self-attention to jointly model the spatiotemporal consistency of videos. We design a coarse-to-fine garment preservation strategy. The coarse strategy integrates garment tokens during the embedding stage, while the fine strategy incorporates multiple garment-based conditions, such as semantics, textures, and contour lines during the denoising stage. Moreover, we introduce a mask-aware loss to further optimize garment region fidelity. Extensive experiments on both image and video try-on datasets demonstrate that our method outperforms existing SOTA methods in comprehensive evaluations and generalizes to in-the-wild scenarios.

SpaceBlender: Creating Context-Rich Collaborative Spaces Through Generative 3D Scene Blending

There is increased interest in using generative AI to create 3D spaces for Virtual Reality (VR) applications. However, today's models produce artificial environments, falling short of supporting collaborative tasks that benefit from incorporating the user's physical context. To generate environments that support VR telepresence, we introduce SpaceBlender, a novel pipeline that utilizes generative AI techniques to blend users' physical surroundings into unified virtual spaces. This pipeline transforms user-provided 2D images into context-rich 3D environments through an iterative process consisting of depth estimation, mesh alignment, and diffusion-based space completion guided by geometric priors and adaptive text prompts. In a preliminary within-subjects study, where 20 participants performed a collaborative VR affinity diagramming task in pairs, we compared SpaceBlender with a generic virtual environment and a state-of-the-art scene generation framework, evaluating its ability to create virtual spaces suitable for collaboration. Participants appreciated the enhanced familiarity and context provided by SpaceBlender but also noted complexities in the generative environments that could detract from task focus. Drawing on participant feedback, we propose directions for improving the pipeline and discuss the value and design of blended spaces for different scenarios.

VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model

Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.

LM-Gaussian: Boost Sparse-view 3D Gaussian Splatting with Large Model Priors

We aim to address sparse-view reconstruction of a 3D scene by leveraging priors from large-scale vision models. While recent advancements such as 3D Gaussian Splatting (3DGS) have demonstrated remarkable successes in 3D reconstruction, these methods typically necessitate hundreds of input images that densely capture the underlying scene, making them time-consuming and impractical for real-world applications. However, sparse-view reconstruction is inherently ill-posed and under-constrained, often resulting in inferior and incomplete outcomes. This is due to issues such as failed initialization, overfitting on input images, and a lack of details. To mitigate these challenges, we introduce LM-Gaussian, a method capable of generating high-quality reconstructions from a limited number of images. Specifically, we propose a robust initialization module that leverages stereo priors to aid in the recovery of camera poses and the reliable point clouds. Additionally, a diffusion-based refinement is iteratively applied to incorporate image diffusion priors into the Gaussian optimization process to preserve intricate scene details. Finally, we utilize video diffusion priors to further enhance the rendered images for realistic visual effects. Overall, our approach significantly reduces the data acquisition requirements compared to previous 3DGS methods. We validate the effectiveness of our framework through experiments on various public datasets, demonstrating its potential for high-quality 360-degree scene reconstruction. Visual results are on our website.

VR-GS: A Physical Dynamics-Aware Interactive Gaussian Splatting System in Virtual Reality

As consumer Virtual Reality (VR) and Mixed Reality (MR) technologies gain momentum, there's a growing focus on the development of engagements with 3D virtual content. Unfortunately, traditional techniques for content creation, editing, and interaction within these virtual spaces are fraught with difficulties. They tend to be not only engineering-intensive but also require extensive expertise, which adds to the frustration and inefficiency in virtual object manipulation. Our proposed VR-GS system represents a leap forward in human-centered 3D content interaction, offering a seamless and intuitive user experience. By developing a physical dynamics-aware interactive Gaussian Splatting in a Virtual Reality setting, and constructing a highly efficient two-level embedding strategy alongside deformable body simulations, VR-GS ensures real-time execution with highly realistic dynamic responses. The components of our Virtual Reality system are designed for high efficiency and effectiveness, starting from detailed scene reconstruction and object segmentation, advancing through multi-view image in-painting, and extending to interactive physics-based editing. The system also incorporates real-time deformation embedding and dynamic shadow casting, ensuring a comprehensive and engaging virtual experience.Our project page is available at: https://yingjiang96.github.io/VR-GS/.

Flex3D: Feed-Forward 3D Generation With Flexible Reconstruction Model And Input View Curation

Generating high-quality 3D content from text, single images, or sparse view images remains a challenging task with broad applications.Existing methods typically employ multi-view diffusion models to synthesize multi-view images, followed by a feed-forward process for 3D reconstruction. However, these approaches are often constrained by a small and fixed number of input views, limiting their ability to capture diverse viewpoints and, even worse, leading to suboptimal generation results if the synthesized views are of poor quality. To address these limitations, we propose Flex3D, a novel two-stage framework capable of leveraging an arbitrary number of high-quality input views. The first stage consists of a candidate view generation and curation pipeline. We employ a fine-tuned multi-view image diffusion model and a video diffusion model to generate a pool of candidate views, enabling a rich representation of the target 3D object. Subsequently, a view selection pipeline filters these views based on quality and consistency, ensuring that only the high-quality and reliable views are used for reconstruction. In the second stage, the curated views are fed into a Flexible Reconstruction Model (FlexRM), built upon a transformer architecture that can effectively process an arbitrary number of inputs. FlemRM directly outputs 3D Gaussian points leveraging a tri-plane representation, enabling efficient and detailed 3D generation. Through extensive exploration of design and training strategies, we optimize FlexRM to achieve superior performance in both reconstruction and generation tasks. Our results demonstrate that Flex3D achieves state-of-the-art performance, with a user study winning rate of over 92% in 3D generation tasks when compared to several of the latest feed-forward 3D generative models.

Hi3D: Pursuing High-Resolution Image-to-3D Generation with Video Diffusion Models

Despite having tremendous progress in image-to-3D generation, existing methods still struggle to produce multi-view consistent images with high-resolution textures in detail, especially in the paradigm of 2D diffusion that lacks 3D awareness. In this work, we present High-resolution Image-to-3D model (Hi3D), a new video diffusion based paradigm that redefines a single image to multi-view images as 3D-aware sequential image generation (i.e., orbital video generation). This methodology delves into the underlying temporal consistency knowledge in video diffusion model that generalizes well to geometry consistency across multiple views in 3D generation. Technically, Hi3D first empowers the pre-trained video diffusion model with 3D-aware prior (camera pose condition), yielding multi-view images with low-resolution texture details. A 3D-aware video-to-video refiner is learnt to further scale up the multi-view images with high-resolution texture details. Such high-resolution multi-view images are further augmented with novel views through 3D Gaussian Splatting, which are finally leveraged to obtain high-fidelity meshes via 3D reconstruction. Extensive experiments on both novel view synthesis and single view reconstruction demonstrate that our Hi3D manages to produce superior multi-view consistency images with highly-detailed textures. Source code and data are available at https://github.com/yanghb22-fdu/Hi3D-Official.

Volumetric Capture of Humans with a Single RGBD Camera via Semi-Parametric Learning

Volumetric (4D) performance capture is fundamental for AR/VR content generation. Whereas previous work in 4D performance capture has shown impressive results in studio settings, the technology is still far from being accessible to a typical consumer who, at best, might own a single RGBD sensor. Thus, in this work, we propose a method to synthesize free viewpoint renderings using a single RGBD camera. The key insight is to leverage previously seen "calibration" images of a given user to extrapolate what should be rendered in a novel viewpoint from the data available in the sensor. Given these past observations from multiple viewpoints, and the current RGBD image from a fixed view, we propose an end-to-end framework that fuses both these data sources to generate novel renderings of the performer. We demonstrate that the method can produce high fidelity images, and handle extreme changes in subject pose and camera viewpoints. We also show that the system generalizes to performers not seen in the training data. We run exhaustive experiments demonstrating the effectiveness of the proposed semi-parametric model (i.e. calibration images available to the neural network) compared to other state of the art machine learned solutions. Further, we compare the method with more traditional pipelines that employ multi-view capture. We show that our framework is able to achieve compelling results, with substantially less infrastructure than previously required.

Anything in Any Scene: Photorealistic Video Object Insertion

Realistic video simulation has shown significant potential across diverse applications, from virtual reality to film production. This is particularly true for scenarios where capturing videos in real-world settings is either impractical or expensive. Existing approaches in video simulation often fail to accurately model the lighting environment, represent the object geometry, or achieve high levels of photorealism. In this paper, we propose Anything in Any Scene, a novel and generic framework for realistic video simulation that seamlessly inserts any object into an existing dynamic video with a strong emphasis on physical realism. Our proposed general framework encompasses three key processes: 1) integrating a realistic object into a given scene video with proper placement to ensure geometric realism; 2) estimating the sky and environmental lighting distribution and simulating realistic shadows to enhance the light realism; 3) employing a style transfer network that refines the final video output to maximize photorealism. We experimentally demonstrate that Anything in Any Scene framework produces simulated videos of great geometric realism, lighting realism, and photorealism. By significantly mitigating the challenges associated with video data generation, our framework offers an efficient and cost-effective solution for acquiring high-quality videos. Furthermore, its applications extend well beyond video data augmentation, showing promising potential in virtual reality, video editing, and various other video-centric applications. Please check our project website https://anythinginanyscene.github.io for access to our project code and more high-resolution video results.

SMERF: Streamable Memory Efficient Radiance Fields for Real-Time Large-Scene Exploration

Recent techniques for real-time view synthesis have rapidly advanced in fidelity and speed, and modern methods are capable of rendering near-photorealistic scenes at interactive frame rates. At the same time, a tension has arisen between explicit scene representations amenable to rasterization and neural fields built on ray marching, with state-of-the-art instances of the latter surpassing the former in quality while being prohibitively expensive for real-time applications. In this work, we introduce SMERF, a view synthesis approach that achieves state-of-the-art accuracy among real-time methods on large scenes with footprints up to 300 m^2 at a volumetric resolution of 3.5 mm^3. Our method is built upon two primary contributions: a hierarchical model partitioning scheme, which increases model capacity while constraining compute and memory consumption, and a distillation training strategy that simultaneously yields high fidelity and internal consistency. Our approach enables full six degrees of freedom (6DOF) navigation within a web browser and renders in real-time on commodity smartphones and laptops. Extensive experiments show that our method exceeds the current state-of-the-art in real-time novel view synthesis by 0.78 dB on standard benchmarks and 1.78 dB on large scenes, renders frames three orders of magnitude faster than state-of-the-art radiance field models, and achieves real-time performance across a wide variety of commodity devices, including smartphones. We encourage readers to explore these models interactively at our project website: https://smerf-3d.github.io.

VaLID: Variable-Length Input Diffusion for Novel View Synthesis

Novel View Synthesis (NVS), which tries to produce a realistic image at the target view given source view images and their corresponding poses, is a fundamental problem in 3D Vision. As this task is heavily under-constrained, some recent work, like Zero123, tries to solve this problem with generative modeling, specifically using pre-trained diffusion models. Although this strategy generalizes well to new scenes, compared to neural radiance field-based methods, it offers low levels of flexibility. For example, it can only accept a single-view image as input, despite realistic applications often offering multiple input images. This is because the source-view images and corresponding poses are processed separately and injected into the model at different stages. Thus it is not trivial to generalize the model into multi-view source images, once they are available. To solve this issue, we try to process each pose image pair separately and then fuse them as a unified visual representation which will be injected into the model to guide image synthesis at the target-views. However, inconsistency and computation costs increase as the number of input source-view images increases. To solve these issues, the Multi-view Cross Former module is proposed which maps variable-length input data to fix-size output data. A two-stage training strategy is introduced to further improve the efficiency during training time. Qualitative and quantitative evaluation over multiple datasets demonstrates the effectiveness of the proposed method against previous approaches. The code will be released according to the acceptance.

Auto-Regressively Generating Multi-View Consistent Images

Generating multi-view images from human instructions is crucial for 3D content creation. The primary challenges involve maintaining consistency across multiple views and effectively synthesizing shapes and textures under diverse conditions. In this paper, we propose the Multi-View Auto-Regressive (MV-AR) method, which leverages an auto-regressive model to progressively generate consistent multi-view images from arbitrary prompts. Firstly, the next-token-prediction capability of the AR model significantly enhances its effectiveness in facilitating progressive multi-view synthesis. When generating widely-separated views, MV-AR can utilize all its preceding views to extract effective reference information. Subsequently, we propose a unified model that accommodates various prompts via architecture designing and training strategies. To address multiple conditions, we introduce condition injection modules for text, camera pose, image, and shape. To manage multi-modal conditions simultaneously, a progressive training strategy is employed. This strategy initially adopts the text-to-multi-view (t2mv) model as a baseline to enhance the development of a comprehensive X-to-multi-view (X2mv) model through the randomly dropping and combining conditions. Finally, to alleviate the overfitting problem caused by limited high-quality data, we propose the "Shuffle View" data augmentation technique, thus significantly expanding the training data by several magnitudes. Experiments demonstrate the performance and versatility of our MV-AR, which consistently generates consistent multi-view images across a range of conditions and performs on par with leading diffusion-based multi-view image generation models. Code and models will be released at https://github.com/MILab-PKU/MVAR.

PaintScene4D: Consistent 4D Scene Generation from Text Prompts

Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/

Extrapolated Urban View Synthesis Benchmark

Photorealistic simulators are essential for the training and evaluation of vision-centric autonomous vehicles (AVs). At their core is Novel View Synthesis (NVS), a crucial capability that generates diverse unseen viewpoints to accommodate the broad and continuous pose distribution of AVs. Recent advances in radiance fields, such as 3D Gaussian Splatting, achieve photorealistic rendering at real-time speeds and have been widely used in modeling large-scale driving scenes. However, their performance is commonly evaluated using an interpolated setup with highly correlated training and test views. In contrast, extrapolation, where test views largely deviate from training views, remains underexplored, limiting progress in generalizable simulation technology. To address this gap, we leverage publicly available AV datasets with multiple traversals, multiple vehicles, and multiple cameras to build the first Extrapolated Urban View Synthesis (EUVS) benchmark. Meanwhile, we conduct quantitative and qualitative evaluations of state-of-the-art Gaussian Splatting methods across different difficulty levels. Our results show that Gaussian Splatting is prone to overfitting to training views. Besides, incorporating diffusion priors and improving geometry cannot fundamentally improve NVS under large view changes, highlighting the need for more robust approaches and large-scale training. We have released our data to help advance self-driving and urban robotics simulation technology.

MvDrag3D: Drag-based Creative 3D Editing via Multi-view Generation-Reconstruction Priors

Drag-based editing has become popular in 2D content creation, driven by the capabilities of image generative models. However, extending this technique to 3D remains a challenge. Existing 3D drag-based editing methods, whether employing explicit spatial transformations or relying on implicit latent optimization within limited-capacity 3D generative models, fall short in handling significant topology changes or generating new textures across diverse object categories. To overcome these limitations, we introduce MVDrag3D, a novel framework for more flexible and creative drag-based 3D editing that leverages multi-view generation and reconstruction priors. At the core of our approach is the usage of a multi-view diffusion model as a strong generative prior to perform consistent drag editing over multiple rendered views, which is followed by a reconstruction model that reconstructs 3D Gaussians of the edited object. While the initial 3D Gaussians may suffer from misalignment between different views, we address this via view-specific deformation networks that adjust the position of Gaussians to be well aligned. In addition, we propose a multi-view score function that distills generative priors from multiple views to further enhance the view consistency and visual quality. Extensive experiments demonstrate that MVDrag3D provides a precise, generative, and flexible solution for 3D drag-based editing, supporting more versatile editing effects across various object categories and 3D representations.

Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars

Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/

MV-Map: Offboard HD-Map Generation with Multi-view Consistency

While bird's-eye-view (BEV) perception models can be useful for building high-definition maps (HD-Maps) with less human labor, their results are often unreliable and demonstrate noticeable inconsistencies in the predicted HD-Maps from different viewpoints. This is because BEV perception is typically set up in an 'onboard' manner, which restricts the computation and consequently prevents algorithms from reasoning multiple views simultaneously. This paper overcomes these limitations and advocates a more practical 'offboard' HD-Map generation setup that removes the computation constraints, based on the fact that HD-Maps are commonly reusable infrastructures built offline in data centers. To this end, we propose a novel offboard pipeline called MV-Map that capitalizes multi-view consistency and can handle an arbitrary number of frames with the key design of a 'region-centric' framework. In MV-Map, the target HD-Maps are created by aggregating all the frames of onboard predictions, weighted by the confidence scores assigned by an 'uncertainty network'. To further enhance multi-view consistency, we augment the uncertainty network with the global 3D structure optimized by a voxelized neural radiance field (Voxel-NeRF). Extensive experiments on nuScenes show that our MV-Map significantly improves the quality of HD-Maps, further highlighting the importance of offboard methods for HD-Map generation.

Drag View: Generalizable Novel View Synthesis with Unposed Imagery

We introduce DragView, a novel and interactive framework for generating novel views of unseen scenes. DragView initializes the new view from a single source image, and the rendering is supported by a sparse set of unposed multi-view images, all seamlessly executed within a single feed-forward pass. Our approach begins with users dragging a source view through a local relative coordinate system. Pixel-aligned features are obtained by projecting the sampled 3D points along the target ray onto the source view. We then incorporate a view-dependent modulation layer to effectively handle occlusion during the projection. Additionally, we broaden the epipolar attention mechanism to encompass all source pixels, facilitating the aggregation of initialized coordinate-aligned point features from other unposed views. Finally, we employ another transformer to decode ray features into final pixel intensities. Crucially, our framework does not rely on either 2D prior models or the explicit estimation of camera poses. During testing, DragView showcases the capability to generalize to new scenes unseen during training, also utilizing only unposed support images, enabling the generation of photo-realistic new views characterized by flexible camera trajectories. In our experiments, we conduct a comprehensive comparison of the performance of DragView with recent scene representation networks operating under pose-free conditions, as well as with generalizable NeRFs subject to noisy test camera poses. DragView consistently demonstrates its superior performance in view synthesis quality, while also being more user-friendly. Project page: https://zhiwenfan.github.io/DragView/.

Animate3D: Animating Any 3D Model with Multi-view Video Diffusion

Recent advances in 4D generation mainly focus on generating 4D content by distilling pre-trained text or single-view image-conditioned models. It is inconvenient for them to take advantage of various off-the-shelf 3D assets with multi-view attributes, and their results suffer from spatiotemporal inconsistency owing to the inherent ambiguity in the supervision signals. In this work, we present Animate3D, a novel framework for animating any static 3D model. The core idea is two-fold: 1) We propose a novel multi-view video diffusion model (MV-VDM) conditioned on multi-view renderings of the static 3D object, which is trained on our presented large-scale multi-view video dataset (MV-Video). 2) Based on MV-VDM, we introduce a framework combining reconstruction and 4D Score Distillation Sampling (4D-SDS) to leverage the multi-view video diffusion priors for animating 3D objects. Specifically, for MV-VDM, we design a new spatiotemporal attention module to enhance spatial and temporal consistency by integrating 3D and video diffusion models. Additionally, we leverage the static 3D model's multi-view renderings as conditions to preserve its identity. For animating 3D models, an effective two-stage pipeline is proposed: we first reconstruct motions directly from generated multi-view videos, followed by the introduced 4D-SDS to refine both appearance and motion. Qualitative and quantitative experiments demonstrate that Animate3D significantly outperforms previous approaches. Data, code, and models will be open-released.

Eye2Eye: A Simple Approach for Monocular-to-Stereo Video Synthesis

The rising popularity of immersive visual experiences has increased interest in stereoscopic 3D video generation. Despite significant advances in video synthesis, creating 3D videos remains challenging due to the relative scarcity of 3D video data. We propose a simple approach for transforming a text-to-video generator into a video-to-stereo generator. Given an input video, our framework automatically produces the video frames from a shifted viewpoint, enabling a compelling 3D effect. Prior and concurrent approaches for this task typically operate in multiple phases, first estimating video disparity or depth, then warping the video accordingly to produce a second view, and finally inpainting the disoccluded regions. This approach inherently fails when the scene involves specular surfaces or transparent objects. In such cases, single-layer disparity estimation is insufficient, resulting in artifacts and incorrect pixel shifts during warping. Our work bypasses these restrictions by directly synthesizing the new viewpoint, avoiding any intermediate steps. This is achieved by leveraging a pre-trained video model's priors on geometry, object materials, optics, and semantics, without relying on external geometry models or manually disentangling geometry from the synthesis process. We demonstrate the advantages of our approach in complex, real-world scenarios featuring diverse object materials and compositions. See videos on https://video-eye2eye.github.io

ViewSpatial-Bench: Evaluating Multi-perspective Spatial Localization in Vision-Language Models

Vision-language models (VLMs) have demonstrated remarkable capabilities in understanding and reasoning about visual content, but significant challenges persist in tasks requiring cross-viewpoint understanding and spatial reasoning. We identify a critical limitation: current VLMs excel primarily at egocentric spatial reasoning (from the camera's perspective) but fail to generalize to allocentric viewpoints when required to adopt another entity's spatial frame of reference. We introduce ViewSpatial-Bench, the first comprehensive benchmark designed specifically for multi-viewpoint spatial localization recognition evaluation across five distinct task types, supported by an automated 3D annotation pipeline that generates precise directional labels. Comprehensive evaluation of diverse VLMs on ViewSpatial-Bench reveals a significant performance disparity: models demonstrate reasonable performance on camera-perspective tasks but exhibit reduced accuracy when reasoning from a human viewpoint. By fine-tuning VLMs on our multi-perspective spatial dataset, we achieve an overall performance improvement of 46.24% across tasks, highlighting the efficacy of our approach. Our work establishes a crucial benchmark for spatial intelligence in embodied AI systems and provides empirical evidence that modeling 3D spatial relationships enhances VLMs' corresponding spatial comprehension capabilities.

QUEEN: QUantized Efficient ENcoding of Dynamic Gaussians for Streaming Free-viewpoint Videos

Online free-viewpoint video (FVV) streaming is a challenging problem, which is relatively under-explored. It requires incremental on-the-fly updates to a volumetric representation, fast training and rendering to satisfy real-time constraints and a small memory footprint for efficient transmission. If achieved, it can enhance user experience by enabling novel applications, e.g., 3D video conferencing and live volumetric video broadcast, among others. In this work, we propose a novel framework for QUantized and Efficient ENcoding (QUEEN) for streaming FVV using 3D Gaussian Splatting (3D-GS). QUEEN directly learns Gaussian attribute residuals between consecutive frames at each time-step without imposing any structural constraints on them, allowing for high quality reconstruction and generalizability. To efficiently store the residuals, we further propose a quantization-sparsity framework, which contains a learned latent-decoder for effectively quantizing attribute residuals other than Gaussian positions and a learned gating module to sparsify position residuals. We propose to use the Gaussian viewspace gradient difference vector as a signal to separate the static and dynamic content of the scene. It acts as a guide for effective sparsity learning and speeds up training. On diverse FVV benchmarks, QUEEN outperforms the state-of-the-art online FVV methods on all metrics. Notably, for several highly dynamic scenes, it reduces the model size to just 0.7 MB per frame while training in under 5 sec and rendering at 350 FPS. Project website is at https://research.nvidia.com/labs/amri/projects/queen

TopViewRS: Vision-Language Models as Top-View Spatial Reasoners

Top-view perspective denotes a typical way in which humans read and reason over different types of maps, and it is vital for localization and navigation of humans as well as of `non-human' agents, such as the ones backed by large Vision-Language Models (VLMs). Nonetheless, spatial reasoning capabilities of modern VLMs remain unattested and underexplored. In this work, we thus study their capability to understand and reason over spatial relations from the top view. The focus on top view also enables controlled evaluations at different granularity of spatial reasoning; we clearly disentangle different abilities (e.g., recognizing particular objects versus understanding their relative positions). We introduce the TopViewRS (Top-View Reasoning in Space) dataset, consisting of 11,384 multiple-choice questions with either realistic or semantic top-view map as visual input. We then use it to study and evaluate VLMs across 4 perception and reasoning tasks with different levels of complexity. Evaluation of 10 representative open- and closed-source VLMs reveals the gap of more than 50% compared to average human performance, and it is even lower than the random baseline in some cases. Although additional experiments show that Chain-of-Thought reasoning can boost model capabilities by 5.82% on average, the overall performance of VLMs remains limited. Our findings underscore the critical need for enhanced model capability in top-view spatial reasoning and set a foundation for further research towards human-level proficiency of VLMs in real-world multimodal tasks.

HoloTime: Taming Video Diffusion Models for Panoramic 4D Scene Generation

The rapid advancement of diffusion models holds the promise of revolutionizing the application of VR and AR technologies, which typically require scene-level 4D assets for user experience. Nonetheless, existing diffusion models predominantly concentrate on modeling static 3D scenes or object-level dynamics, constraining their capacity to provide truly immersive experiences. To address this issue, we propose HoloTime, a framework that integrates video diffusion models to generate panoramic videos from a single prompt or reference image, along with a 360-degree 4D scene reconstruction method that seamlessly transforms the generated panoramic video into 4D assets, enabling a fully immersive 4D experience for users. Specifically, to tame video diffusion models for generating high-fidelity panoramic videos, we introduce the 360World dataset, the first comprehensive collection of panoramic videos suitable for downstream 4D scene reconstruction tasks. With this curated dataset, we propose Panoramic Animator, a two-stage image-to-video diffusion model that can convert panoramic images into high-quality panoramic videos. Following this, we present Panoramic Space-Time Reconstruction, which leverages a space-time depth estimation method to transform the generated panoramic videos into 4D point clouds, enabling the optimization of a holistic 4D Gaussian Splatting representation to reconstruct spatially and temporally consistent 4D scenes. To validate the efficacy of our method, we conducted a comparative analysis with existing approaches, revealing its superiority in both panoramic video generation and 4D scene reconstruction. This demonstrates our method's capability to create more engaging and realistic immersive environments, thereby enhancing user experiences in VR and AR applications.

WildVidFit: Video Virtual Try-On in the Wild via Image-Based Controlled Diffusion Models

Video virtual try-on aims to generate realistic sequences that maintain garment identity and adapt to a person's pose and body shape in source videos. Traditional image-based methods, relying on warping and blending, struggle with complex human movements and occlusions, limiting their effectiveness in video try-on applications. Moreover, video-based models require extensive, high-quality data and substantial computational resources. To tackle these issues, we reconceptualize video try-on as a process of generating videos conditioned on garment descriptions and human motion. Our solution, WildVidFit, employs image-based controlled diffusion models for a streamlined, one-stage approach. This model, conditioned on specific garments and individuals, is trained on still images rather than videos. It leverages diffusion guidance from pre-trained models including a video masked autoencoder for segment smoothness improvement and a self-supervised model for feature alignment of adjacent frame in the latent space. This integration markedly boosts the model's ability to maintain temporal coherence, enabling more effective video try-on within an image-based framework. Our experiments on the VITON-HD and DressCode datasets, along with tests on the VVT and TikTok datasets, demonstrate WildVidFit's capability to generate fluid and coherent videos. The project page website is at wildvidfit-project.github.io.

4D Gaussian Splatting: Towards Efficient Novel View Synthesis for Dynamic Scenes

We consider the problem of novel view synthesis (NVS) for dynamic scenes. Recent neural approaches have accomplished exceptional NVS results for static 3D scenes, but extensions to 4D time-varying scenes remain non-trivial. Prior efforts often encode dynamics by learning a canonical space plus implicit or explicit deformation fields, which struggle in challenging scenarios like sudden movements or capturing high-fidelity renderings. In this paper, we introduce 4D Gaussian Splatting (4DGS), a novel method that represents dynamic scenes with anisotropic 4D XYZT Gaussians, inspired by the success of 3D Gaussian Splatting in static scenes. We model dynamics at each timestamp by temporally slicing the 4D Gaussians, which naturally compose dynamic 3D Gaussians and can be seamlessly projected into images. As an explicit spatial-temporal representation, 4DGS demonstrates powerful capabilities for modeling complicated dynamics and fine details, especially for scenes with abrupt motions. We further implement our temporal slicing and splatting techniques in a highly optimized CUDA acceleration framework, achieving real-time inference rendering speeds of up to 277 FPS on an RTX 3090 GPU and 583 FPS on an RTX 4090 GPU. Rigorous evaluations on scenes with diverse motions showcase the superior efficiency and effectiveness of 4DGS, which consistently outperforms existing methods both quantitatively and qualitatively.

HOT3D: Hand and Object Tracking in 3D from Egocentric Multi-View Videos

We introduce HOT3D, a publicly available dataset for egocentric hand and object tracking in 3D. The dataset offers over 833 minutes (more than 3.7M images) of multi-view RGB/monochrome image streams showing 19 subjects interacting with 33 diverse rigid objects, multi-modal signals such as eye gaze or scene point clouds, as well as comprehensive ground-truth annotations including 3D poses of objects, hands, and cameras, and 3D models of hands and objects. In addition to simple pick-up/observe/put-down actions, HOT3D contains scenarios resembling typical actions in a kitchen, office, and living room environment. The dataset is recorded by two head-mounted devices from Meta: Project Aria, a research prototype of light-weight AR/AI glasses, and Quest 3, a production VR headset sold in millions of units. Ground-truth poses were obtained by a professional motion-capture system using small optical markers attached to hands and objects. Hand annotations are provided in the UmeTrack and MANO formats and objects are represented by 3D meshes with PBR materials obtained by an in-house scanner. In our experiments, we demonstrate the effectiveness of multi-view egocentric data for three popular tasks: 3D hand tracking, 6DoF object pose estimation, and 3D lifting of unknown in-hand objects. The evaluated multi-view methods, whose benchmarking is uniquely enabled by HOT3D, significantly outperform their single-view counterparts.

SplatFormer: Point Transformer for Robust 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) has recently transformed photorealistic reconstruction, achieving high visual fidelity and real-time performance. However, rendering quality significantly deteriorates when test views deviate from the camera angles used during training, posing a major challenge for applications in immersive free-viewpoint rendering and navigation. In this work, we conduct a comprehensive evaluation of 3DGS and related novel view synthesis methods under out-of-distribution (OOD) test camera scenarios. By creating diverse test cases with synthetic and real-world datasets, we demonstrate that most existing methods, including those incorporating various regularization techniques and data-driven priors, struggle to generalize effectively to OOD views. To address this limitation, we introduce SplatFormer, the first point transformer model specifically designed to operate on Gaussian splats. SplatFormer takes as input an initial 3DGS set optimized under limited training views and refines it in a single forward pass, effectively removing potential artifacts in OOD test views. To our knowledge, this is the first successful application of point transformers directly on 3DGS sets, surpassing the limitations of previous multi-scene training methods, which could handle only a restricted number of input views during inference. Our model significantly improves rendering quality under extreme novel views, achieving state-of-the-art performance in these challenging scenarios and outperforming various 3DGS regularization techniques, multi-scene models tailored for sparse view synthesis, and diffusion-based frameworks.

Towards Viewpoint-Invariant Visual Recognition via Adversarial Training

Visual recognition models are not invariant to viewpoint changes in the 3D world, as different viewing directions can dramatically affect the predictions given the same object. Although many efforts have been devoted to making neural networks invariant to 2D image translations and rotations, viewpoint invariance is rarely investigated. As most models process images in the perspective view, it is challenging to impose invariance to 3D viewpoint changes based only on 2D inputs. Motivated by the success of adversarial training in promoting model robustness, we propose Viewpoint-Invariant Adversarial Training (VIAT) to improve viewpoint robustness of common image classifiers. By regarding viewpoint transformation as an attack, VIAT is formulated as a minimax optimization problem, where the inner maximization characterizes diverse adversarial viewpoints by learning a Gaussian mixture distribution based on a new attack GMVFool, while the outer minimization trains a viewpoint-invariant classifier by minimizing the expected loss over the worst-case adversarial viewpoint distributions. To further improve the generalization performance, a distribution sharing strategy is introduced leveraging the transferability of adversarial viewpoints across objects. Experiments validate the effectiveness of VIAT in improving the viewpoint robustness of various image classifiers based on the diversity of adversarial viewpoints generated by GMVFool.

Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE

As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.

ImagineNav: Prompting Vision-Language Models as Embodied Navigator through Scene Imagination

Visual navigation is an essential skill for home-assistance robots, providing the object-searching ability to accomplish long-horizon daily tasks. Many recent approaches use Large Language Models (LLMs) for commonsense inference to improve exploration efficiency. However, the planning process of LLMs is limited within texts and it is difficult to represent the spatial occupancy and geometry layout only by texts. Both are important for making rational navigation decisions. In this work, we seek to unleash the spatial perception and planning ability of Vision-Language Models (VLMs), and explore whether the VLM, with only on-board camera captured RGB/RGB-D stream inputs, can efficiently finish the visual navigation tasks in a mapless manner. We achieve this by developing the imagination-powered navigation framework ImagineNav, which imagines the future observation images at valuable robot views and translates the complex navigation planning process into a rather simple best-view image selection problem for VLM. To generate appropriate candidate robot views for imagination, we introduce the Where2Imagine module, which is distilled to align with human navigation habits. Finally, to reach the VLM preferred views, an off-the-shelf point-goal navigation policy is utilized. Empirical experiments on the challenging open-vocabulary object navigation benchmarks demonstrates the superiority of our proposed system.

DrivingDiffusion: Layout-Guided multi-view driving scene video generation with latent diffusion model

With the increasing popularity of autonomous driving based on the powerful and unified bird's-eye-view (BEV) representation, a demand for high-quality and large-scale multi-view video data with accurate annotation is urgently required. However, such large-scale multi-view data is hard to obtain due to expensive collection and annotation costs. To alleviate the problem, we propose a spatial-temporal consistent diffusion framework DrivingDiffusion, to generate realistic multi-view videos controlled by 3D layout. There are three challenges when synthesizing multi-view videos given a 3D layout: How to keep 1) cross-view consistency and 2) cross-frame consistency? 3) How to guarantee the quality of the generated instances? Our DrivingDiffusion solves the problem by cascading the multi-view single-frame image generation step, the single-view video generation step shared by multiple cameras, and post-processing that can handle long video generation. In the multi-view model, the consistency of multi-view images is ensured by information exchange between adjacent cameras. In the temporal model, we mainly query the information that needs attention in subsequent frame generation from the multi-view images of the first frame. We also introduce the local prompt to effectively improve the quality of generated instances. In post-processing, we further enhance the cross-view consistency of subsequent frames and extend the video length by employing temporal sliding window algorithm. Without any extra cost, our model can generate large-scale realistic multi-camera driving videos in complex urban scenes, fueling the downstream driving tasks. The code will be made publicly available.

DM-VTON: Distilled Mobile Real-time Virtual Try-On

The fashion e-commerce industry has witnessed significant growth in recent years, prompting exploring image-based virtual try-on techniques to incorporate Augmented Reality (AR) experiences into online shopping platforms. However, existing research has primarily overlooked a crucial aspect - the runtime of the underlying machine-learning model. While existing methods prioritize enhancing output quality, they often disregard the execution time, which restricts their applications on a limited range of devices. To address this gap, we propose Distilled Mobile Real-time Virtual Try-On (DM-VTON), a novel virtual try-on framework designed to achieve simplicity and efficiency. Our approach is based on a knowledge distillation scheme that leverages a strong Teacher network as supervision to guide a Student network without relying on human parsing. Notably, we introduce an efficient Mobile Generative Module within the Student network, significantly reducing the runtime while ensuring high-quality output. Additionally, we propose Virtual Try-on-guided Pose for Data Synthesis to address the limited pose variation observed in training images. Experimental results show that the proposed method can achieve 40 frames per second on a single Nvidia Tesla T4 GPU and only take up 37 MB of memory while producing almost the same output quality as other state-of-the-art methods. DM-VTON stands poised to facilitate the advancement of real-time AR applications, in addition to the generation of lifelike attired human figures tailored for diverse specialized training tasks. https://sites.google.com/view/ltnghia/research/DMVTON

Representing Long Volumetric Video with Temporal Gaussian Hierarchy

This paper aims to address the challenge of reconstructing long volumetric videos from multi-view RGB videos. Recent dynamic view synthesis methods leverage powerful 4D representations, like feature grids or point cloud sequences, to achieve high-quality rendering results. However, they are typically limited to short (1~2s) video clips and often suffer from large memory footprints when dealing with longer videos. To solve this issue, we propose a novel 4D representation, named Temporal Gaussian Hierarchy, to compactly model long volumetric videos. Our key observation is that there are generally various degrees of temporal redundancy in dynamic scenes, which consist of areas changing at different speeds. Motivated by this, our approach builds a multi-level hierarchy of 4D Gaussian primitives, where each level separately describes scene regions with different degrees of content change, and adaptively shares Gaussian primitives to represent unchanged scene content over different temporal segments, thus effectively reducing the number of Gaussian primitives. In addition, the tree-like structure of the Gaussian hierarchy allows us to efficiently represent the scene at a particular moment with a subset of Gaussian primitives, leading to nearly constant GPU memory usage during the training or rendering regardless of the video length. Extensive experimental results demonstrate the superiority of our method over alternative methods in terms of training cost, rendering speed, and storage usage. To our knowledge, this work is the first approach capable of efficiently handling minutes of volumetric video data while maintaining state-of-the-art rendering quality. Our project page is available at: https://zju3dv.github.io/longvolcap.

Imagine360: Immersive 360 Video Generation from Perspective Anchor

360^circ videos offer a hyper-immersive experience that allows the viewers to explore a dynamic scene from full 360 degrees. To achieve more user-friendly and personalized content creation in 360^circ video format, we seek to lift standard perspective videos into 360^circ equirectangular videos. To this end, we introduce Imagine360, the first perspective-to-360^circ video generation framework that creates high-quality 360^circ videos with rich and diverse motion patterns from video anchors. Imagine360 learns fine-grained spherical visual and motion patterns from limited 360^circ video data with several key designs. 1) Firstly we adopt the dual-branch design, including a perspective and a panorama video denoising branch to provide local and global constraints for 360^circ video generation, with motion module and spatial LoRA layers fine-tuned on extended web 360^circ videos. 2) Additionally, an antipodal mask is devised to capture long-range motion dependencies, enhancing the reversed camera motion between antipodal pixels across hemispheres. 3) To handle diverse perspective video inputs, we propose elevation-aware designs that adapt to varying video masking due to changing elevations across frames. Extensive experiments show Imagine360 achieves superior graphics quality and motion coherence among state-of-the-art 360^circ video generation methods. We believe Imagine360 holds promise for advancing personalized, immersive 360^circ video creation.

MVHumanNet: A Large-scale Dataset of Multi-view Daily Dressing Human Captures

In this era, the success of large language models and text-to-image models can be attributed to the driving force of large-scale datasets. However, in the realm of 3D vision, while remarkable progress has been made with models trained on large-scale synthetic and real-captured object data like Objaverse and MVImgNet, a similar level of progress has not been observed in the domain of human-centric tasks partially due to the lack of a large-scale human dataset. Existing datasets of high-fidelity 3D human capture continue to be mid-sized due to the significant challenges in acquiring large-scale high-quality 3D human data. To bridge this gap, we present MVHumanNet, a dataset that comprises multi-view human action sequences of 4,500 human identities. The primary focus of our work is on collecting human data that features a large number of diverse identities and everyday clothing using a multi-view human capture system, which facilitates easily scalable data collection. Our dataset contains 9,000 daily outfits, 60,000 motion sequences and 645 million frames with extensive annotations, including human masks, camera parameters, 2D and 3D keypoints, SMPL/SMPLX parameters, and corresponding textual descriptions. To explore the potential of MVHumanNet in various 2D and 3D visual tasks, we conducted pilot studies on view-consistent action recognition, human NeRF reconstruction, text-driven view-unconstrained human image generation, as well as 2D view-unconstrained human image and 3D avatar generation. Extensive experiments demonstrate the performance improvements and effective applications enabled by the scale provided by MVHumanNet. As the current largest-scale 3D human dataset, we hope that the release of MVHumanNet data with annotations will foster further innovations in the domain of 3D human-centric tasks at scale.

GS-VTON: Controllable 3D Virtual Try-on with Gaussian Splatting

Diffusion-based 2D virtual try-on (VTON) techniques have recently demonstrated strong performance, while the development of 3D VTON has largely lagged behind. Despite recent advances in text-guided 3D scene editing, integrating 2D VTON into these pipelines to achieve vivid 3D VTON remains challenging. The reasons are twofold. First, text prompts cannot provide sufficient details in describing clothing. Second, 2D VTON results generated from different viewpoints of the same 3D scene lack coherence and spatial relationships, hence frequently leading to appearance inconsistencies and geometric distortions. To resolve these problems, we introduce an image-prompted 3D VTON method (dubbed GS-VTON) which, by leveraging 3D Gaussian Splatting (3DGS) as the 3D representation, enables the transfer of pre-trained knowledge from 2D VTON models to 3D while improving cross-view consistency. (1) Specifically, we propose a personalized diffusion model that utilizes low-rank adaptation (LoRA) fine-tuning to incorporate personalized information into pre-trained 2D VTON models. To achieve effective LoRA training, we introduce a reference-driven image editing approach that enables the simultaneous editing of multi-view images while ensuring consistency. (2) Furthermore, we propose a persona-aware 3DGS editing framework to facilitate effective editing while maintaining consistent cross-view appearance and high-quality 3D geometry. (3) Additionally, we have established a new 3D VTON benchmark, 3D-VTONBench, which facilitates comprehensive qualitative and quantitative 3D VTON evaluations. Through extensive experiments and comparative analyses with existing methods, the proposed \OM has demonstrated superior fidelity and advanced editing capabilities, affirming its effectiveness for 3D VTON.

MV-Adapter: Multi-view Consistent Image Generation Made Easy

Existing multi-view image generation methods often make invasive modifications to pre-trained text-to-image (T2I) models and require full fine-tuning, leading to (1) high computational costs, especially with large base models and high-resolution images, and (2) degradation in image quality due to optimization difficulties and scarce high-quality 3D data. In this paper, we propose the first adapter-based solution for multi-view image generation, and introduce MV-Adapter, a versatile plug-and-play adapter that enhances T2I models and their derivatives without altering the original network structure or feature space. By updating fewer parameters, MV-Adapter enables efficient training and preserves the prior knowledge embedded in pre-trained models, mitigating overfitting risks. To efficiently model the 3D geometric knowledge within the adapter, we introduce innovative designs that include duplicated self-attention layers and parallel attention architecture, enabling the adapter to inherit the powerful priors of the pre-trained models to model the novel 3D knowledge. Moreover, we present a unified condition encoder that seamlessly integrates camera parameters and geometric information, facilitating applications such as text- and image-based 3D generation and texturing. MV-Adapter achieves multi-view generation at 768 resolution on Stable Diffusion XL (SDXL), and demonstrates adaptability and versatility. It can also be extended to arbitrary view generation, enabling broader applications. We demonstrate that MV-Adapter sets a new quality standard for multi-view image generation, and opens up new possibilities due to its efficiency, adaptability and versatility.