Neural reconstruction models for autonomous driving simulation have made significant strides in recent years, with dynamic models becoming increasingly prevalent. However, these models are typically limited to handling in-domain objects closely following their original trajectories. We introduce a hybrid approach that combines the strengths of neural reconstruction with physics-based rendering. This method enables the virtual placement of traditional mesh-based dynamic agents at arbitrary locations, adjustments to environmental conditions, and rendering from novel camera viewpoints. Our approach significantly enhances novel view synthesis quality -- especially for road surfaces and lane markings -- while maintaining interactive frame rates through our novel training method, NeRF2GS. This technique leverages the superior generalization capabilities of NeRF-based methods and the real-time rendering speed of 3D Gaussian Splatting (3DGS). We achieve this by training a customized NeRF model on the original images with depth regularization derived from a noisy LiDAR point cloud, then using it as a teacher model for 3DGS training. This process ensures accurate depth, surface normals, and camera appearance modeling as supervision. With our block-based training parallelization, the method can handle large-scale reconstructions (greater than or equal to 100,000 square meters) and predict segmentation masks, surface normals, and depth maps. During simulation, it supports a rasterization-based rendering backend with depth-based composition and multiple camera models for real-time camera simulation, as well as a ray-traced backend for precise LiDAR simulation.
3D Gaussian Splatting (3DGS) has emerged as a premier method for 3D representation due to its real-time rendering and high-quality outputs, underscoring the critical need to protect the privacy of 3D assets. Traditional NeRF steganography methods fail to address the explicit nature of 3DGS since its point cloud files are publicly accessible. Existing GS steganography solutions mitigate some issues but still struggle with reduced rendering fidelity, increased computational demands, and security flaws, especially in the security of the geometric structure of the visualized point cloud. To address these demands, we propose a SecureGS, a secure and efficient 3DGS steganography framework inspired by Scaffold-GS's anchor point design and neural decoding. SecureGS uses a hybrid decoupled Gaussian encryption mechanism to embed offsets, scales, rotations, and RGB attributes of the hidden 3D Gaussian points in anchor point features, retrievable only by authorized users through privacy-preserving neural networks. To further enhance security, we propose a density region-aware anchor growing and pruning strategy that adaptively locates optimal hiding regions without exposing hidden information. Extensive experiments show that SecureGS significantly surpasses existing GS steganography methods in rendering fidelity, speed, and security.
Recently, neural radiance fields (NeRF) have gained significant attention in the field of visual localization. However, existing NeRF-based approaches either lack geometric constraints or require extensive storage for feature matching, limiting their practical applications. To address these challenges, we propose an efficient and novel visual localization approach based on the neural implicit map with complementary features. Specifically, to enforce geometric constraints and reduce storage requirements, we implicitly learn a 3D keypoint descriptor field, avoiding the need to explicitly store point-wise features. To further address the semantic ambiguity of descriptors, we introduce additional semantic contextual feature fields, which enhance the quality and reliability of 2D-3D correspondences. Besides, we propose descriptor similarity distribution alignment to minimize the domain gap between 2D and 3D feature spaces during matching. Finally, we construct the matching graph using both complementary descriptors and contextual features to establish accurate 2D-3D correspondences for 6-DoF pose estimation. Compared with the recent NeRF-based approaches, our method achieves a 3$\times$ faster training speed and a 45$\times$ reduction in model storage. Extensive experiments on two widely used datasets demonstrate that our approach outperforms or is highly competitive with other state-of-the-art NeRF-based visual localization methods. Project page: \href{https://zju3dv.github.io/neuraloc}{https://zju3dv.github.io/neuraloc}
Learning dexterous manipulation from few-shot demonstrations is a significant yet challenging problem for advanced, human-like robotic systems. Dense distilled feature fields have addressed this challenge by distilling rich semantic features from 2D visual foundation models into the 3D domain. However, their reliance on neural rendering models such as Neural Radiance Fields (NeRF) or Gaussian Splatting results in high computational costs. In contrast, previous approaches based on sparse feature fields either suffer from inefficiencies due to multi-view dependencies and extensive training or lack sufficient grasp dexterity. To overcome these limitations, we propose Language-ENhanced Sparse Distilled Feature Field (LensDFF), which efficiently distills view-consistent 2D features onto 3D points using our novel language-enhanced feature fusion strategy, thereby enabling single-view few-shot generalization. Based on LensDFF, we further introduce a few-shot dexterous manipulation framework that integrates grasp primitives into the demonstrations to generate stable and highly dexterous grasps. Moreover, we present a real2sim grasp evaluation pipeline for efficient grasp assessment and hyperparameter tuning. Through extensive simulation experiments based on the real2sim pipeline and real-world experiments, our approach achieves competitive grasping performance, outperforming state-of-the-art approaches.
In recent years, there has been increased interest in the design, training, and evaluation of end-to-end autonomous driving (AD) systems. One often overlooked aspect is the uncertainty of planned trajectories predicted by these systems, despite awareness of their own uncertainty being key to achieve safety and robustness. We propose to estimate this uncertainty by adapting loss prediction from the uncertainty quantification literature. To this end, we introduce a novel light-weight module, dubbed CATPlan, that is trained to decode motion and planning embeddings into estimates of the collision loss used to partially supervise end-to-end AD systems. During inference, these estimates are interpreted as collision risk. We evaluate CATPlan on the safety-critical, nerf-based, closed-loop benchmark NeuroNCAP and find that it manages to detect collisions with a $54.8\%$ relative improvement to average precision over a GMM-based baseline in which the predicted trajectory is compared to the forecasted trajectories of other road users. Our findings indicate that the addition of CATPlan can lead to safer end-to-end AD systems and hope that our work will spark increased interest in uncertainty quantification for such systems.
Minimally invasive procedures have been advanced rapidly by the robotic laparoscopic surgery. The latter greatly assists surgeons in sophisticated and precise operations with reduced invasiveness. Nevertheless, it is still safety critical to be aware of even the least tissue deformation during instrument-tissue interactions, especially in 3D space. To address this, recent works rely on NeRF to render 2D videos from different perspectives and eliminate occlusions. However, most of the methods fail to predict the accurate 3D shapes and associated deformation estimates robustly. Differently, we propose Tracking-Aware Deformation Field (TADF), a novel framework which reconstructs the 3D mesh along with the 3D tissue deformation simultaneously. It first tracks the key points of soft tissue by a foundation vision model, providing an accurate 2D deformation field. Then, the 2D deformation field is smoothly incorporated with a neural implicit reconstruction network to obtain tissue deformation in the 3D space. Finally, we experimentally demonstrate that the proposed method provides more accurate deformation estimation compared with other 3D neural reconstruction methods in two public datasets.
Current methods based on Neural Radiance Fields fail in the low data limit, particularly when training on incomplete scene data. Prior works augment training data only in next-best-view applications, which lead to hallucinations and model collapse with sparse data. In contrast, we propose adding a set of views during training by rejection sampling from a posterior uncertainty distribution, generated by combining a volumetric uncertainty estimator with spatial coverage. We validate our results on partially observed scenes; on average, our method performs 39.9% better with 87.5% less variability across established scene reconstruction benchmarks, as compared to state of the art baselines. We further demonstrate that augmenting the training set by sampling from any distribution leads to better, more consistent scene reconstruction in sparse environments. This work is foundational for robotic tasks where augmenting a dataset with informative data is critical in resource-constrained, a priori unknown environments. Videos and source code are available at https://murpheylab.github.io/low-data-nerf/.
Real-time rendering of high-fidelity and animatable avatars from monocular videos remains a challenging problem in computer vision and graphics. Over the past few years, the Neural Radiance Field (NeRF) has made significant progress in rendering quality but behaves poorly in run-time performance due to the low efficiency of volumetric rendering. Recently, methods based on 3D Gaussian Splatting (3DGS) have shown great potential in fast training and real-time rendering. However, they still suffer from artifacts caused by inaccurate geometry. To address these problems, we propose 2DGS-Avatar, a novel approach based on 2D Gaussian Splatting (2DGS) for modeling animatable clothed avatars with high-fidelity and fast training performance. Given monocular RGB videos as input, our method generates an avatar that can be driven by poses and rendered in real-time. Compared to 3DGS-based methods, our 2DGS-Avatar retains the advantages of fast training and rendering while also capturing detailed, dynamic, and photo-realistic appearances. We conduct abundant experiments on popular datasets such as AvatarRex and THuman4.0, demonstrating impressive performance in both qualitative and quantitative metrics.
Neural Radiance Fields and 3D Gaussian Splatting have revolutionized 3D reconstruction and novel-view synthesis task. However, achieving photorealistic rendering from extreme novel viewpoints remains challenging, as artifacts persist across representations. In this work, we introduce Difix3D+, a novel pipeline designed to enhance 3D reconstruction and novel-view synthesis through single-step diffusion models. At the core of our approach is Difix, a single-step image diffusion model trained to enhance and remove artifacts in rendered novel views caused by underconstrained regions of the 3D representation. Difix serves two critical roles in our pipeline. First, it is used during the reconstruction phase to clean up pseudo-training views that are rendered from the reconstruction and then distilled back into 3D. This greatly enhances underconstrained regions and improves the overall 3D representation quality. More importantly, Difix also acts as a neural enhancer during inference, effectively removing residual artifacts arising from imperfect 3D supervision and the limited capacity of current reconstruction models. Difix3D+ is a general solution, a single model compatible with both NeRF and 3DGS representations, and it achieves an average 2$\times$ improvement in FID score over baselines while maintaining 3D consistency.
In 3D object mapping, category-level priors enable efficient object reconstruction and canonical pose estimation, requiring only a single prior per semantic category (e.g., chair, book, laptop). Recently, DeepSDF has predominantly been used as a category-level shape prior, but it struggles to reconstruct sharp geometry and is computationally expensive. In contrast, NeRFs capture fine details but have yet to be effectively integrated with category-level priors in a real-time multi-object mapping framework. To bridge this gap, we introduce PRENOM, a Prior-based Efficient Neural Object Mapper that integrates category-level priors with object-level NeRFs to enhance reconstruction efficiency while enabling canonical object pose estimation. PRENOM gets to know objects on a first-name basis by meta-learning on synthetic reconstruction tasks generated from open-source shape datasets. To account for object category variations, it employs a multi-objective genetic algorithm to optimize the NeRF architecture for each category, balancing reconstruction quality and training time. Additionally, prior-based probabilistic ray sampling directs sampling toward expected object regions, accelerating convergence and improving reconstruction quality under constrained resources. Experimental results on a low-end GPU highlight the ability of PRENOM to achieve high-quality reconstructions while maintaining computational feasibility. Specifically, comparisons with prior-free NeRF-based approaches on a synthetic dataset show a 21% lower Chamfer distance, demonstrating better reconstruction quality. Furthermore, evaluations against other approaches using shape priors on a noisy real-world dataset indicate a 13% improvement averaged across all reconstruction metrics, and comparable pose and size estimation accuracy, while being trained for 5x less time.
Gaussian splatting has emerged as a powerful technique for reconstruction of 3D scenes in computer graphics and vision. However, conventional implementations often suffer from inefficiencies, limited flexibility, and high computational overhead, which constrain their adaptability to diverse applications. In this paper, we present LiteGS,a high-performance and modular framework that enhances both the efficiency and usability of Gaussian splatting. LiteGS achieves a 3.4x speedup over the original 3DGS implementation while reducing GPU memory usage by approximately 30%. Its modular design decomposes the splatting process into multiple highly optimized operators, and it provides dual API support via a script-based interface and a CUDA-based interface. The script-based interface, in combination with autograd, enables rapid prototyping and straightforward customization of new ideas, while the CUDA-based interface delivers optimal training speeds for performance-critical applications. LiteGS retains the core algorithm of 3DGS, ensuring compatibility. Comprehensive experiments on the Mip-NeRF 360 dataset demonstrate that LiteGS accelerates training without compromising accuracy, making it an ideal solution for both rapid prototyping and production environments.
Score distillation sampling (SDS) demonstrates a powerful capability for text-conditioned 2D image and 3D object generation by distilling the knowledge from learned score functions. However, SDS often suffers from blurriness caused by noisy gradients. When SDS meets the image editing, such degradations can be reduced by adjusting bias shifts using reference pairs, but the de-biasing techniques are still corrupted by erroneous gradients. To this end, we introduce Identity-preserving Distillation Sampling (IDS), which compensates for the gradient leading to undesired changes in the results. Based on the analysis that these errors come from the text-conditioned scores, a new regularization technique, called fixed-point iterative regularization (FPR), is proposed to modify the score itself, driving the preservation of the identity even including poses and structures. Thanks to a self-correction by FPR, the proposed method provides clear and unambiguous representations corresponding to the given prompts in image-to-image editing and editable neural radiance field (NeRF). The structural consistency between the source and the edited data is obviously maintained compared to other state-of-the-art methods.
We introduce NeRFCom, a novel communication system designed for end-to-end 3D scene transmission. Compared to traditional systems relying on handcrafted NeRF semantic feature decomposition for compression and well-adaptive channel coding for transmission error correction, our NeRFCom employs a nonlinear transform and learned probabilistic models, enabling flexible variable-rate joint source-channel coding and efficient bandwidth allocation aligned with the NeRF semantic feature's different contribution to the 3D scene synthesis fidelity. Experimental results demonstrate that NeRFCom achieves free-view 3D scene efficient transmission while maintaining robustness under adverse channel conditions.
Since its introduction, 3D Gaussian Splatting (3DGS) has become an important reference method for learning 3D representations of a captured scene, allowing real-time novel-view synthesis with high visual quality and fast training times. Neural Radiance Fields (NeRFs), which preceded 3DGS, are based on a principled ray-marching approach for volumetric rendering. In contrast, while sharing a similar image formation model with NeRF, 3DGS uses a hybrid rendering solution that builds on the strengths of volume rendering and primitive rasterization. A crucial benefit of 3DGS is its performance, achieved through a set of approximations, in many cases with respect to volumetric rendering theory. A naturally arising question is whether replacing these approximations with more principled volumetric rendering solutions can improve the quality of 3DGS. In this paper, we present an in-depth analysis of the various approximations and assumptions used by the original 3DGS solution. We demonstrate that, while more accurate volumetric rendering can help for low numbers of primitives, the power of efficient optimization and the large number of Gaussians allows 3DGS to outperform volumetric rendering despite its approximations.
In this work we propose a satellite specific Neural Radiance Fields (NeRF) model capable to obtain a three-dimensional semantic representation (neural semantic field) of the scene. The model derives the output from a set of multi-date satellite images with corresponding pixel-wise semantic labels. We demonstrate the robustness of our approach and its capability to improve noisy input labels. We enhance the color prediction by utilizing the semantic information to address temporal image inconsistencies caused by non-stationary categories such as vehicles. To facilitate further research in this domain, we present a dataset comprising manually generated labels for popular multi-view satellite images. Our code and dataset are available at https://github.com/wagnva/semantic-nerf-for-satellite-data.
Instance-level change detection in 3D scenes presents significant challenges, particularly in uncontrolled environments lacking labeled image pairs, consistent camera poses, or uniform lighting conditions. This paper addresses these challenges by introducing a novel approach for detecting changes in real-world scenarios. Our method leverages 4D Gaussians to embed multiple images into Gaussian distributions, enabling the rendering of two coherent image sequences. We segment each image and assign unique identifiers to instances, facilitating efficient change detection through ID comparison. Additionally, we utilize change maps and classification encodings to categorize 4D Gaussians as changed or unchanged, allowing for the rendering of comprehensive change maps from any viewpoint. Extensive experiments across various instance-level change detection datasets demonstrate that our method significantly outperforms state-of-the-art approaches like C-NERF and CYWS-3D, especially in scenarios with substantial lighting variations. Our approach offers improved detection accuracy, robustness to lighting changes, and efficient processing times, advancing the field of 3D change detection.
Neural radiance field (NeRF) research has made significant progress in modeling static video content captured in the wild. However, current models and rendering processes rarely consider scenes captured underwater, which are useful for studying and filming ocean life. They fail to address visual artifacts unique to underwater scenes, such as moving fish and suspended particles. This paper introduces a novel NeRF renderer and optimization scheme for an implicit MLP-based NeRF model. Our renderer reduces the influence of floaters and moving objects that interfere with static objects of interest by estimating a single surface per ray. We use a Gaussian weight function with a small offset to ensure that the transmittance of the surrounding media remains constant. Additionally, we enhance our model with a depth-based scaling function to upscale gradients for near-camera volumes. Overall, our method outperforms the baseline Nerfacto by approximately 7.5\% and SeaThru-NeRF by 6.2% in terms of PSNR. Subjective evaluation also shows a significant reduction of artifacts while preserving details of static targets and background compared to the state of the arts.
Recently, denoising diffusion models have achieved promising results in 2D image generation and editing. Instruct-NeRF2NeRF (IN2N) introduces the success of diffusion into 3D scene editing through an "Iterative dataset update" (IDU) strategy. Though achieving fascinating results, IN2N suffers from problems of blurry backgrounds and trapping in local optima. The first problem is caused by IN2N's lack of efficient guidance for background maintenance, while the second stems from the interaction between image editing and NeRF training during IDU. In this work, we introduce DualNeRF to deal with these problems. We propose a dual-field representation to preserve features of the original scene and utilize them as additional guidance to the model for background maintenance during IDU. Moreover, a simulated annealing strategy is embedded into IDU to endow our model with the power of addressing local optima issues. A CLIP-based consistency indicator is used to further improve the editing quality by filtering out low-quality edits. Extensive experiments demonstrate that our method outperforms previous methods both qualitatively and quantitatively.
To evaluate end-to-end autonomous driving systems, a simulation environment based on Novel View Synthesis (NVS) techniques is essential, which synthesizes photo-realistic images and point clouds from previously recorded sequences under new vehicle poses, particularly in cross-lane scenarios. Therefore, the development of a multi-lane dataset and benchmark is necessary. While recent synthetic scene-based NVS datasets have been prepared for cross-lane benchmarking, they still lack the realism of captured images and point clouds. To further assess the performance of existing methods based on NeRF and 3DGS, we present the first multi-lane dataset registering parallel scans specifically for novel driving view synthesis dataset derived from real-world scans, comprising 25 groups of associated sequences, including 16,000 front-view images, 64,000 surround-view images, and 16,000 LiDAR frames. All frames are labeled to differentiate moving objects from static elements. Using this dataset, we evaluate the performance of existing approaches in various testing scenarios at different lanes and distances. Additionally, our method provides the solution for solving and assessing the quality of multi-sensor poses for multi-modal data alignment for curating such a dataset in real-world. We plan to continually add new sequences to test the generalization of existing methods across different scenarios. The dataset is released publicly at the project page: https://nizqleo.github.io/paralane-dataset/.
The reconstruction of 3D objects from calibrated photographs represents a fundamental yet intricate challenge in the domains of computer graphics and vision. Although neural reconstruction approaches based on Neural Radiance Fields (NeRF) have shown remarkable capabilities, their processing costs remain substantial. Recently, the advent of 3D Gaussian Splatting (3D-GS) largely improves the training efficiency and facilitates to generate realistic rendering in real-time. However, due to the limited ability of Spherical Harmonics (SH) to represent high-frequency information, 3D-GS falls short in reconstructing glossy objects. Researchers have turned to enhance the specular expressiveness of 3D-GS through inverse rendering. Yet these methods often struggle to maintain the training and rendering efficiency, undermining the benefits of Gaussian Splatting techniques. In this paper, we introduce GlossGau, an efficient inverse rendering framework that reconstructs scenes with glossy surfaces while maintaining training and rendering speeds comparable to vanilla 3D-GS. Specifically, we explicitly model the surface normals, Bidirectional Reflectance Distribution Function (BRDF) parameters, as well as incident lights and use Anisotropic Spherical Gaussian (ASG) to approximate the per-Gaussian Normal Distribution Function under the microfacet model. We utilize 2D Gaussian Splatting (2D-GS) as foundational primitives and apply regularization to significantly alleviate the normal estimation challenge encountered in related works. Experiments demonstrate that GlossGau achieves competitive or superior reconstruction on datasets with glossy surfaces. Compared with previous GS-based works that address the specular surface, our optimization time is considerably less.