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SubscribeMatSwap: Light-aware material transfers in images
We present MatSwap, a method to transfer materials to designated surfaces in an image photorealistically. Such a task is non-trivial due to the large entanglement of material appearance, geometry, and lighting in a photograph. In the literature, material editing methods typically rely on either cumbersome text engineering or extensive manual annotations requiring artist knowledge and 3D scene properties that are impractical to obtain. In contrast, we propose to directly learn the relationship between the input material -- as observed on a flat surface -- and its appearance within the scene, without the need for explicit UV mapping. To achieve this, we rely on a custom light- and geometry-aware diffusion model. We fine-tune a large-scale pre-trained text-to-image model for material transfer using our synthetic dataset, preserving its strong priors to ensure effective generalization to real images. As a result, our method seamlessly integrates a desired material into the target location in the photograph while retaining the identity of the scene. We evaluate our method on synthetic and real images and show that it compares favorably to recent work both qualitatively and quantitatively. We will release our code and data upon publication.
A Survey on Long-Video Storytelling Generation: Architectures, Consistency, and Cinematic Quality
Despite the significant progress that has been made in video generative models, existing state-of-the-art methods can only produce videos lasting 5-16 seconds, often labeled "long-form videos". Furthermore, videos exceeding 16 seconds struggle to maintain consistent character appearances and scene layouts throughout the narrative. In particular, multi-subject long videos still fail to preserve character consistency and motion coherence. While some methods can generate videos up to 150 seconds long, they often suffer from frame redundancy and low temporal diversity. Recent work has attempted to produce long-form videos featuring multiple characters, narrative coherence, and high-fidelity detail. We comprehensively studied 32 papers on video generation to identify key architectural components and training strategies that consistently yield these qualities. We also construct a comprehensive novel taxonomy of existing methods and present comparative tables that categorize papers by their architectural designs and performance characteristics.
3D Copy-Paste: Physically Plausible Object Insertion for Monocular 3D Detection
A major challenge in monocular 3D object detection is the limited diversity and quantity of objects in real datasets. While augmenting real scenes with virtual objects holds promise to improve both the diversity and quantity of the objects, it remains elusive due to the lack of an effective 3D object insertion method in complex real captured scenes. In this work, we study augmenting complex real indoor scenes with virtual objects for monocular 3D object detection. The main challenge is to automatically identify plausible physical properties for virtual assets (e.g., locations, appearances, sizes, etc.) in cluttered real scenes. To address this challenge, we propose a physically plausible indoor 3D object insertion approach to automatically copy virtual objects and paste them into real scenes. The resulting objects in scenes have 3D bounding boxes with plausible physical locations and appearances. In particular, our method first identifies physically feasible locations and poses for the inserted objects to prevent collisions with the existing room layout. Subsequently, it estimates spatially-varying illumination for the insertion location, enabling the immersive blending of the virtual objects into the original scene with plausible appearances and cast shadows. We show that our augmentation method significantly improves existing monocular 3D object models and achieves state-of-the-art performance. For the first time, we demonstrate that a physically plausible 3D object insertion, serving as a generative data augmentation technique, can lead to significant improvements for discriminative downstream tasks such as monocular 3D object detection. Project website: https://gyhandy.github.io/3D-Copy-Paste/
Data Augmentation for Scene Text Recognition
Scene text recognition (STR) is a challenging task in computer vision due to the large number of possible text appearances in natural scenes. Most STR models rely on synthetic datasets for training since there are no sufficiently big and publicly available labelled real datasets. Since STR models are evaluated using real data, the mismatch between training and testing data distributions results into poor performance of models especially on challenging text that are affected by noise, artifacts, geometry, structure, etc. In this paper, we introduce STRAug which is made of 36 image augmentation functions designed for STR. Each function mimics certain text image properties that can be found in natural scenes, caused by camera sensors, or induced by signal processing operations but poorly represented in the training dataset. When applied to strong baseline models using RandAugment, STRAug significantly increases the overall absolute accuracy of STR models across regular and irregular test datasets by as much as 2.10% on Rosetta, 1.48% on R2AM, 1.30% on CRNN, 1.35% on RARE, 1.06% on TRBA and 0.89% on GCRNN. The diversity and simplicity of API provided by STRAug functions enable easy replication and validation of existing data augmentation methods for STR. STRAug is available at https://github.com/roatienza/straug.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
LPA3D: 3D Room-Level Scene Generation from In-the-Wild Images
Generating realistic, room-level indoor scenes with semantically plausible and detailed appearances from in-the-wild images is crucial for various applications in VR, AR, and robotics. The success of NeRF-based generative methods indicates a promising direction to address this challenge. However, unlike their success at the object level, existing scene-level generative methods require additional information, such as multiple views, depth images, or semantic guidance, rather than relying solely on RGB images. This is because NeRF-based methods necessitate prior knowledge of camera poses, which is challenging to approximate for indoor scenes due to the complexity of defining alignment and the difficulty of globally estimating poses from a single image, given the unseen parts behind the camera. To address this challenge, we redefine global poses within the framework of Local-Pose-Alignment (LPA) -- an anchor-based multi-local-coordinate system that uses a selected number of anchors as the roots of these coordinates. Building on this foundation, we introduce LPA-GAN, a novel NeRF-based generative approach that incorporates specific modifications to estimate the priors of camera poses under LPA. It also co-optimizes the pose predictor and scene generation processes. Our ablation study and comparisons with straightforward extensions of NeRF-based object generative methods demonstrate the effectiveness of our approach. Furthermore, visual comparisons with other techniques reveal that our method achieves superior view-to-view consistency and semantic normality.
DreamWaltz: Make a Scene with Complex 3D Animatable Avatars
We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods have shown encouraging results for text-to-3D generation of common objects, creating high-quality and animatable 3D avatars remains challenging. To create high-quality 3D avatars, DreamWaltz proposes 3D-consistent occlusion-aware Score Distillation Sampling (SDS) to optimize implicit neural representations with canonical poses. It provides view-aligned supervision via 3D-aware skeleton conditioning which enables complex avatar generation without artifacts and multiple faces. For animation, our method learns an animatable 3D avatar representation from abundant image priors of diffusion model conditioned on various poses, which could animate complex non-rigged avatars given arbitrary poses without retraining. Extensive evaluations demonstrate that DreamWaltz is an effective and robust approach for creating 3D avatars that can take on complex shapes and appearances as well as novel poses for animation. The proposed framework further enables the creation of complex scenes with diverse compositions, including avatar-avatar, avatar-object and avatar-scene interactions. See https://dreamwaltz3d.github.io/ for more vivid 3D avatar and animation results.
Single-view 3D Scene Reconstruction with High-fidelity Shape and Texture
Reconstructing detailed 3D scenes from single-view images remains a challenging task due to limitations in existing approaches, which primarily focus on geometric shape recovery, overlooking object appearances and fine shape details. To address these challenges, we propose a novel framework for simultaneous high-fidelity recovery of object shapes and textures from single-view images. Our approach utilizes the proposed Single-view neural implicit Shape and Radiance field (SSR) representations to leverage both explicit 3D shape supervision and volume rendering of color, depth, and surface normal images. To overcome shape-appearance ambiguity under partial observations, we introduce a two-stage learning curriculum incorporating both 3D and 2D supervisions. A distinctive feature of our framework is its ability to generate fine-grained textured meshes while seamlessly integrating rendering capabilities into the single-view 3D reconstruction model. This integration enables not only improved textured 3D object reconstruction by 27.7% and 11.6% on the 3D-FRONT and Pix3D datasets, respectively, but also supports the rendering of images from novel viewpoints. Beyond individual objects, our approach facilitates composing object-level representations into flexible scene representations, thereby enabling applications such as holistic scene understanding and 3D scene editing. We conduct extensive experiments to demonstrate the effectiveness of our method.
LiteReality: Graphics-Ready 3D Scene Reconstruction from RGB-D Scans
We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines -- such as object individuality, articulation, high-quality physically based rendering materials, and physically based interaction. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and objects with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar 3D artist-crafted models from a curated asset database. Next, the Material Painting module enhances realism by recovering high-quality, spatially varying materials. Finally, the reconstructed scene is integrated into a simulation engine with basic physical properties to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital twins. In addition, LiteReality introduces a training-free object retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD benchmark, along with a robust material painting module capable of transferring appearances from images of any style to 3D assets -- even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-life scans and public datasets. Project page: https://litereality.github.io; Video: https://www.youtube.com/watch?v=ecK9m3LXg2c
Wild-GS: Real-Time Novel View Synthesis from Unconstrained Photo Collections
Photographs captured in unstructured tourist environments frequently exhibit variable appearances and transient occlusions, challenging accurate scene reconstruction and inducing artifacts in novel view synthesis. Although prior approaches have integrated the Neural Radiance Field (NeRF) with additional learnable modules to handle the dynamic appearances and eliminate transient objects, their extensive training demands and slow rendering speeds limit practical deployments. Recently, 3D Gaussian Splatting (3DGS) has emerged as a promising alternative to NeRF, offering superior training and inference efficiency along with better rendering quality. This paper presents Wild-GS, an innovative adaptation of 3DGS optimized for unconstrained photo collections while preserving its efficiency benefits. Wild-GS determines the appearance of each 3D Gaussian by their inherent material attributes, global illumination and camera properties per image, and point-level local variance of reflectance. Unlike previous methods that model reference features in image space, Wild-GS explicitly aligns the pixel appearance features to the corresponding local Gaussians by sampling the triplane extracted from the reference image. This novel design effectively transfers the high-frequency detailed appearance of the reference view to 3D space and significantly expedites the training process. Furthermore, 2D visibility maps and depth regularization are leveraged to mitigate the transient effects and constrain the geometry, respectively. Extensive experiments demonstrate that Wild-GS achieves state-of-the-art rendering performance and the highest efficiency in both training and inference among all the existing techniques.
ZeroBP: Learning Position-Aware Correspondence for Zero-shot 6D Pose Estimation in Bin-Picking
Bin-picking is a practical and challenging robotic manipulation task, where accurate 6D pose estimation plays a pivotal role. The workpieces in bin-picking are typically textureless and randomly stacked in a bin, which poses a significant challenge to 6D pose estimation. Existing solutions are typically learning-based methods, which require object-specific training. Their efficiency of practical deployment for novel workpieces is highly limited by data collection and model retraining. Zero-shot 6D pose estimation is a potential approach to address the issue of deployment efficiency. Nevertheless, existing zero-shot 6D pose estimation methods are designed to leverage feature matching to establish point-to-point correspondences for pose estimation, which is less effective for workpieces with textureless appearances and ambiguous local regions. In this paper, we propose ZeroBP, a zero-shot pose estimation framework designed specifically for the bin-picking task. ZeroBP learns Position-Aware Correspondence (PAC) between the scene instance and its CAD model, leveraging both local features and global positions to resolve the mismatch issue caused by ambiguous regions with similar shapes and appearances. Extensive experiments on the ROBI dataset demonstrate that ZeroBP outperforms state-of-the-art zero-shot pose estimation methods, achieving an improvement of 9.1% in average recall of correct poses.
DRAWER: Digital Reconstruction and Articulation With Environment Realism
Creating virtual digital replicas from real-world data unlocks significant potential across domains like gaming and robotics. In this paper, we present DRAWER, a novel framework that converts a video of a static indoor scene into a photorealistic and interactive digital environment. Our approach centers on two main contributions: (i) a reconstruction module based on a dual scene representation that reconstructs the scene with fine-grained geometric details, and (ii) an articulation module that identifies articulation types and hinge positions, reconstructs simulatable shapes and appearances and integrates them into the scene. The resulting virtual environment is photorealistic, interactive, and runs in real time, with compatibility for game engines and robotic simulation platforms. We demonstrate the potential of DRAWER by using it to automatically create an interactive game in Unreal Engine and to enable real-to-sim-to-real transfer for robotics applications.
Compositional Sketch Search
We present an algorithm for searching image collections using free-hand sketches that describe the appearance and relative positions of multiple objects. Sketch based image retrieval (SBIR) methods predominantly match queries containing a single, dominant object invariant to its position within an image. Our work exploits drawings as a concise and intuitive representation for specifying entire scene compositions. We train a convolutional neural network (CNN) to encode masked visual features from sketched objects, pooling these into a spatial descriptor encoding the spatial relationships and appearances of objects in the composition. Training the CNN backbone as a Siamese network under triplet loss yields a metric search embedding for measuring compositional similarity which may be efficiently leveraged for visual search by applying product quantization.
ProNeRF: Learning Efficient Projection-Aware Ray Sampling for Fine-Grained Implicit Neural Radiance Fields
Recent advances in neural rendering have shown that, albeit slow, implicit compact models can learn a scene's geometries and view-dependent appearances from multiple views. To maintain such a small memory footprint but achieve faster inference times, recent works have adopted `sampler' networks that adaptively sample a small subset of points along each ray in the implicit neural radiance fields. Although these methods achieve up to a 10times reduction in rendering time, they still suffer from considerable quality degradation compared to the vanilla NeRF. In contrast, we propose ProNeRF, which provides an optimal trade-off between memory footprint (similar to NeRF), speed (faster than HyperReel), and quality (better than K-Planes). ProNeRF is equipped with a novel projection-aware sampling (PAS) network together with a new training strategy for ray exploration and exploitation, allowing for efficient fine-grained particle sampling. Our ProNeRF yields state-of-the-art metrics, being 15-23x faster with 0.65dB higher PSNR than NeRF and yielding 0.95dB higher PSNR than the best published sampler-based method, HyperReel. Our exploration and exploitation training strategy allows ProNeRF to learn the full scenes' color and density distributions while also learning efficient ray sampling focused on the highest-density regions. We provide extensive experimental results that support the effectiveness of our method on the widely adopted forward-facing and 360 datasets, LLFF and Blender, respectively.
Text-To-4D Dynamic Scene Generation
We present MAV3D (Make-A-Video3D), a method for generating three-dimensional dynamic scenes from text descriptions. Our approach uses a 4D dynamic Neural Radiance Field (NeRF), which is optimized for scene appearance, density, and motion consistency by querying a Text-to-Video (T2V) diffusion-based model. The dynamic video output generated from the provided text can be viewed from any camera location and angle, and can be composited into any 3D environment. MAV3D does not require any 3D or 4D data and the T2V model is trained only on Text-Image pairs and unlabeled videos. We demonstrate the effectiveness of our approach using comprehensive quantitative and qualitative experiments and show an improvement over previously established internal baselines. To the best of our knowledge, our method is the first to generate 3D dynamic scenes given a text description.
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.
Splat the Net: Radiance Fields with Splattable Neural Primitives
Radiance fields have emerged as a predominant representation for modeling 3D scene appearance. Neural formulations such as Neural Radiance Fields provide high expressivity but require costly ray marching for rendering, whereas primitive-based methods such as 3D Gaussian Splatting offer real-time efficiency through splatting, yet at the expense of representational power. Inspired by advances in both these directions, we introduce splattable neural primitives, a new volumetric representation that reconciles the expressivity of neural models with the efficiency of primitive-based splatting. Each primitive encodes a bounded neural density field parameterized by a shallow neural network. Our formulation admits an exact analytical solution for line integrals, enabling efficient computation of perspectively accurate splatting kernels. As a result, our representation supports integration along view rays without the need for costly ray marching. The primitives flexibly adapt to scene geometry and, being larger than prior analytic primitives, reduce the number required per scene. On novel-view synthesis benchmarks, our approach matches the quality and speed of 3D Gaussian Splatting while using 10times fewer primitives and 6times fewer parameters. These advantages arise directly from the representation itself, without reliance on complex control or adaptation frameworks. The project page is https://vcai.mpi-inf.mpg.de/projects/SplatNet/.
CLNeRF: Continual Learning Meets NeRF
Novel view synthesis aims to render unseen views given a set of calibrated images. In practical applications, the coverage, appearance or geometry of the scene may change over time, with new images continuously being captured. Efficiently incorporating such continuous change is an open challenge. Standard NeRF benchmarks only involve scene coverage expansion. To study other practical scene changes, we propose a new dataset, World Across Time (WAT), consisting of scenes that change in appearance and geometry over time. We also propose a simple yet effective method, CLNeRF, which introduces continual learning (CL) to Neural Radiance Fields (NeRFs). CLNeRF combines generative replay and the Instant Neural Graphics Primitives (NGP) architecture to effectively prevent catastrophic forgetting and efficiently update the model when new data arrives. We also add trainable appearance and geometry embeddings to NGP, allowing a single compact model to handle complex scene changes. Without the need to store historical images, CLNeRF trained sequentially over multiple scans of a changing scene performs on-par with the upper bound model trained on all scans at once. Compared to other CL baselines CLNeRF performs much better across standard benchmarks and WAT. The source code, and the WAT dataset are available at https://github.com/IntelLabs/CLNeRF. Video presentation is available at: https://youtu.be/nLRt6OoDGq0?si=8yD6k-8MMBJInQPs
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
Revisit Anything: Visual Place Recognition via Image Segment Retrieval
Accurately recognizing a revisited place is crucial for embodied agents to localize and navigate. This requires visual representations to be distinct, despite strong variations in camera viewpoint and scene appearance. Existing visual place recognition pipelines encode the "whole" image and search for matches. This poses a fundamental challenge in matching two images of the same place captured from different camera viewpoints: "the similarity of what overlaps can be dominated by the dissimilarity of what does not overlap". We address this by encoding and searching for "image segments" instead of the whole images. We propose to use open-set image segmentation to decompose an image into `meaningful' entities (i.e., things and stuff). This enables us to create a novel image representation as a collection of multiple overlapping subgraphs connecting a segment with its neighboring segments, dubbed SuperSegment. Furthermore, to efficiently encode these SuperSegments into compact vector representations, we propose a novel factorized representation of feature aggregation. We show that retrieving these partial representations leads to significantly higher recognition recall than the typical whole image based retrieval. Our segments-based approach, dubbed SegVLAD, sets a new state-of-the-art in place recognition on a diverse selection of benchmark datasets, while being applicable to both generic and task-specialized image encoders. Finally, we demonstrate the potential of our method to ``revisit anything'' by evaluating our method on an object instance retrieval task, which bridges the two disparate areas of research: visual place recognition and object-goal navigation, through their common aim of recognizing goal objects specific to a place. Source code: https://github.com/AnyLoc/Revisit-Anything.
4D-fy: Text-to-4D Generation Using Hybrid Score Distillation Sampling
Recent breakthroughs in text-to-4D generation rely on pre-trained text-to-image and text-to-video models to generate dynamic 3D scenes. However, current text-to-4D methods face a three-way tradeoff between the quality of scene appearance, 3D structure, and motion. For example, text-to-image models and their 3D-aware variants are trained on internet-scale image datasets and can be used to produce scenes with realistic appearance and 3D structure -- but no motion. Text-to-video models are trained on relatively smaller video datasets and can produce scenes with motion, but poorer appearance and 3D structure. While these models have complementary strengths, they also have opposing weaknesses, making it difficult to combine them in a way that alleviates this three-way tradeoff. Here, we introduce hybrid score distillation sampling, an alternating optimization procedure that blends supervision signals from multiple pre-trained diffusion models and incorporates benefits of each for high-fidelity text-to-4D generation. Using hybrid SDS, we demonstrate synthesis of 4D scenes with compelling appearance, 3D structure, and motion.
Novel Demonstration Generation with Gaussian Splatting Enables Robust One-Shot Manipulation
Visuomotor policies learned from teleoperated demonstrations face challenges such as lengthy data collection, high costs, and limited data diversity. Existing approaches address these issues by augmenting image observations in RGB space or employing Real-to-Sim-to-Real pipelines based on physical simulators. However, the former is constrained to 2D data augmentation, while the latter suffers from imprecise physical simulation caused by inaccurate geometric reconstruction. This paper introduces RoboSplat, a novel method that generates diverse, visually realistic demonstrations by directly manipulating 3D Gaussians. Specifically, we reconstruct the scene through 3D Gaussian Splatting (3DGS), directly edit the reconstructed scene, and augment data across six types of generalization with five techniques: 3D Gaussian replacement for varying object types, scene appearance, and robot embodiments; equivariant transformations for different object poses; visual attribute editing for various lighting conditions; novel view synthesis for new camera perspectives; and 3D content generation for diverse object types. Comprehensive real-world experiments demonstrate that RoboSplat significantly enhances the generalization of visuomotor policies under diverse disturbances. Notably, while policies trained on hundreds of real-world demonstrations with additional 2D data augmentation achieve an average success rate of 57.2%, RoboSplat attains 87.8% in one-shot settings across six types of generalization in the real world.
Canonical Factors for Hybrid Neural Fields
Factored feature volumes offer a simple way to build more compact, efficient, and intepretable neural fields, but also introduce biases that are not necessarily beneficial for real-world data. In this work, we (1) characterize the undesirable biases that these architectures have for axis-aligned signals -- they can lead to radiance field reconstruction differences of as high as 2 PSNR -- and (2) explore how learning a set of canonicalizing transformations can improve representations by removing these biases. We prove in a two-dimensional model problem that simultaneously learning these transformations together with scene appearance succeeds with drastically improved efficiency. We validate the resulting architectures, which we call TILTED, using image, signed distance, and radiance field reconstruction tasks, where we observe improvements across quality, robustness, compactness, and runtime. Results demonstrate that TILTED can enable capabilities comparable to baselines that are 2x larger, while highlighting weaknesses of neural field evaluation procedures.
Styl3R: Instant 3D Stylized Reconstruction for Arbitrary Scenes and Styles
Stylizing 3D scenes instantly while maintaining multi-view consistency and faithfully resembling a style image remains a significant challenge. Current state-of-the-art 3D stylization methods typically involve computationally intensive test-time optimization to transfer artistic features into a pretrained 3D representation, often requiring dense posed input images. In contrast, leveraging recent advances in feed-forward reconstruction models, we demonstrate a novel approach to achieve direct 3D stylization in less than a second using unposed sparse-view scene images and an arbitrary style image. To address the inherent decoupling between reconstruction and stylization, we introduce a branched architecture that separates structure modeling and appearance shading, effectively preventing stylistic transfer from distorting the underlying 3D scene structure. Furthermore, we adapt an identity loss to facilitate pre-training our stylization model through the novel view synthesis task. This strategy also allows our model to retain its original reconstruction capabilities while being fine-tuned for stylization. Comprehensive evaluations, using both in-domain and out-of-domain datasets, demonstrate that our approach produces high-quality stylized 3D content that achieve a superior blend of style and scene appearance, while also outperforming existing methods in terms of multi-view consistency and efficiency.
Gaussian in the Wild: 3D Gaussian Splatting for Unconstrained Image Collections
Novel view synthesis from unconstrained in-the-wild images remains a meaningful but challenging task. The photometric variation and transient occluders in those unconstrained images make it difficult to reconstruct the original scene accurately. Previous approaches tackle the problem by introducing a global appearance feature in Neural Radiance Fields (NeRF). However, in the real world, the unique appearance of each tiny point in a scene is determined by its independent intrinsic material attributes and the varying environmental impacts it receives. Inspired by this fact, we propose Gaussian in the wild (GS-W), a method that uses 3D Gaussian points to reconstruct the scene and introduces separated intrinsic and dynamic appearance feature for each point, capturing the unchanged scene appearance along with dynamic variation like illumination and weather. Additionally, an adaptive sampling strategy is presented to allow each Gaussian point to focus on the local and detailed information more effectively. We also reduce the impact of transient occluders using a 2D visibility map. More experiments have demonstrated better reconstruction quality and details of GS-W compared to NeRF-based methods, with a faster rendering speed. Video results and code are available at https://eastbeanzhang.github.io/GS-W/.
LaLaLoc: Latent Layout Localisation in Dynamic, Unvisited Environments
We present LaLaLoc to localise in environments without the need for prior visitation, and in a manner that is robust to large changes in scene appearance, such as a full rearrangement of furniture. Specifically, LaLaLoc performs localisation through latent representations of room layout. LaLaLoc learns a rich embedding space shared between RGB panoramas and layouts inferred from a known floor plan that encodes the structural similarity between locations. Further, LaLaLoc introduces direct, cross-modal pose optimisation in its latent space. Thus, LaLaLoc enables fine-grained pose estimation in a scene without the need for prior visitation, as well as being robust to dynamics, such as a change in furniture configuration. We show that in a domestic environment LaLaLoc is able to accurately localise a single RGB panorama image to within 8.3cm, given only a floor plan as a prior.
ReStyle3D: Scene-Level Appearance Transfer with Semantic Correspondences
We introduce ReStyle3D, a novel framework for scene-level appearance transfer from a single style image to a real-world scene represented by multiple views. The method combines explicit semantic correspondences with multi-view consistency to achieve precise and coherent stylization. Unlike conventional stylization methods that apply a reference style globally, ReStyle3D uses open-vocabulary segmentation to establish dense, instance-level correspondences between the style and real-world images. This ensures that each object is stylized with semantically matched textures. It first transfers the style to a single view using a training-free semantic-attention mechanism in a diffusion model. It then lifts the stylization to additional views via a learned warp-and-refine network guided by monocular depth and pixel-wise correspondences. Experiments show that ReStyle3D consistently outperforms prior methods in structure preservation, perceptual style similarity, and multi-view coherence. User studies further validate its ability to produce photo-realistic, semantically faithful results. Our code, pretrained models, and dataset will be publicly released, to support new applications in interior design, virtual staging, and 3D-consistent stylization.
Pseudo-Generalized Dynamic View Synthesis from a Video
Rendering scenes observed in a monocular video from novel viewpoints is a challenging problem. For static scenes the community has studied both scene-specific optimization techniques, which optimize on every test scene, and generalized techniques, which only run a deep net forward pass on a test scene. In contrast, for dynamic scenes, scene-specific optimization techniques exist, but, to our best knowledge, there is currently no generalized method for dynamic novel view synthesis from a given monocular video. To answer whether generalized dynamic novel view synthesis from monocular videos is possible today, we establish an analysis framework based on existing techniques and work toward the generalized approach. We find a pseudo-generalized process without scene-specific appearance optimization is possible, but geometrically and temporally consistent depth estimates are needed. Despite no scene-specific appearance optimization, the pseudo-generalized approach improves upon some scene-specific methods.
Feature4X: Bridging Any Monocular Video to 4D Agentic AI with Versatile Gaussian Feature Fields
Recent advancements in 2D and multimodal models have achieved remarkable success by leveraging large-scale training on extensive datasets. However, extending these achievements to enable free-form interactions and high-level semantic operations with complex 3D/4D scenes remains challenging. This difficulty stems from the limited availability of large-scale, annotated 3D/4D or multi-view datasets, which are crucial for generalizable vision and language tasks such as open-vocabulary and prompt-based segmentation, language-guided editing, and visual question answering (VQA). In this paper, we introduce Feature4X, a universal framework designed to extend any functionality from 2D vision foundation model into the 4D realm, using only monocular video input, which is widely available from user-generated content. The "X" in Feature4X represents its versatility, enabling any task through adaptable, model-conditioned 4D feature field distillation. At the core of our framework is a dynamic optimization strategy that unifies multiple model capabilities into a single representation. Additionally, to the best of our knowledge, Feature4X is the first method to distill and lift the features of video foundation models (e.g. SAM2, InternVideo2) into an explicit 4D feature field using Gaussian Splatting. Our experiments showcase novel view segment anything, geometric and appearance scene editing, and free-form VQA across all time steps, empowered by LLMs in feedback loops. These advancements broaden the scope of agentic AI applications by providing a foundation for scalable, contextually and spatiotemporally aware systems capable of immersive dynamic 4D scene interaction.
Totems: Physical Objects for Verifying Visual Integrity
We introduce a new approach to image forensics: placing physical refractive objects, which we call totems, into a scene so as to protect any photograph taken of that scene. Totems bend and redirect light rays, thus providing multiple, albeit distorted, views of the scene within a single image. A defender can use these distorted totem pixels to detect if an image has been manipulated. Our approach unscrambles the light rays passing through the totems by estimating their positions in the scene and using their known geometric and material properties. To verify a totem-protected image, we detect inconsistencies between the scene reconstructed from totem viewpoints and the scene's appearance from the camera viewpoint. Such an approach makes the adversarial manipulation task more difficult, as the adversary must modify both the totem and image pixels in a geometrically consistent manner without knowing the physical properties of the totem. Unlike prior learning-based approaches, our method does not require training on datasets of specific manipulations, and instead uses physical properties of the scene and camera to solve the forensics problem.
Entangled View-Epipolar Information Aggregation for Generalizable Neural Radiance Fields
Generalizable NeRF can directly synthesize novel views across new scenes, eliminating the need for scene-specific retraining in vanilla NeRF. A critical enabling factor in these approaches is the extraction of a generalizable 3D representation by aggregating source-view features. In this paper, we propose an Entangled View-Epipolar Information Aggregation method dubbed EVE-NeRF. Different from existing methods that consider cross-view and along-epipolar information independently, EVE-NeRF conducts the view-epipolar feature aggregation in an entangled manner by injecting the scene-invariant appearance continuity and geometry consistency priors to the aggregation process. Our approach effectively mitigates the potential lack of inherent geometric and appearance constraint resulting from one-dimensional interactions, thus further boosting the 3D representation generalizablity. EVE-NeRF attains state-of-the-art performance across various evaluation scenarios. Extensive experiments demonstate that, compared to prevailing single-dimensional aggregation, the entangled network excels in the accuracy of 3D scene geometry and appearance reconstruction.Our project page is https://github.com/tatakai1/EVENeRF.
MetaFind: Scene-Aware 3D Asset Retrieval for Coherent Metaverse Scene Generation
We present MetaFind, a scene-aware tri-modal compositional retrieval framework designed to enhance scene generation in the metaverse by retrieving 3D assets from large-scale repositories. MetaFind addresses two core challenges: (i) inconsistent asset retrieval that overlooks spatial, semantic, and stylistic constraints, and (ii) the absence of a standardized retrieval paradigm specifically tailored for 3D asset retrieval, as existing approaches mainly rely on general-purpose 3D shape representation models. Our key innovation is a flexible retrieval mechanism that supports arbitrary combinations of text, image, and 3D modalities as queries, enhancing spatial reasoning and style consistency by jointly modeling object-level features (including appearance) and scene-level layout structures. Methodologically, MetaFind introduces a plug-and-play equivariant layout encoder ESSGNN that captures spatial relationships and object appearance features, ensuring retrieved 3D assets are contextually and stylistically coherent with the existing scene, regardless of coordinate frame transformations. The framework supports iterative scene construction by continuously adapting retrieval results to current scene updates. Empirical evaluations demonstrate the improved spatial and stylistic consistency of MetaFind in various retrieval tasks compared to baseline methods.
NeRAF: 3D Scene Infused Neural Radiance and Acoustic Fields
Sound plays a major role in human perception. Along with vision, it provides essential information for understanding our surroundings. Despite advances in neural implicit representations, learning acoustics that align with visual scenes remains a challenge. We propose NeRAF, a method that jointly learns acoustic and radiance fields. NeRAF synthesizes both novel views and spatialized room impulse responses (RIR) at new positions by conditioning the acoustic field on 3D scene geometric and appearance priors from the radiance field. The generated RIR can be applied to auralize any audio signal. Each modality can be rendered independently and at spatially distinct positions, offering greater versatility. We demonstrate that NeRAF generates high-quality audio on SoundSpaces and RAF datasets, achieving significant performance improvements over prior methods while being more data-efficient. Additionally, NeRAF enhances novel view synthesis of complex scenes trained with sparse data through cross-modal learning. NeRAF is designed as a Nerfstudio module, providing convenient access to realistic audio-visual generation.
