Healthy tissue inpainting has significant applications, including the generation of pseudo-healthy baselines for tumor growth models and the facilitation of image registration. In previous editions of the BraTS Local Synthesis of Healthy Brain Tissue via Inpainting Challenge, denoising diffusion probabilistic models (DDPMs) demonstrated qualitatively convincing results but suffered from low sampling speed. To mitigate this limitation, we adapted a 2D image generation approach, combining DDPMs with generative adversarial networks (GANs) and employing a variance-preserving noise schedule, for the task of 3D inpainting. Our experiments showed that the variance-preserving noise schedule and the selected reconstruction losses can be effectively utilized for high-quality 3D inpainting in a few time steps without requiring adversarial training. We applied our findings to a different architecture, a 3D wavelet diffusion model (WDM3D) that does not include a GAN component. The resulting model, denoted as fastWDM3D, obtained a SSIM of 0.8571, a MSE of 0.0079, and a PSNR of 22.26 on the BraTS inpainting test set. Remarkably, it achieved these scores using only two time steps, completing the 3D inpainting process in 1.81 s per image. When compared to other DDPMs used for healthy brain tissue inpainting, our model is up to 800 x faster while still achieving superior performance metrics. Our proposed method, fastWDM3D, represents a promising approach for fast and accurate healthy tissue inpainting. Our code is available at https://github.com/AliciaDurrer/fastWDM3D.
Acquiring detailed 3D scenes typically demands costly equipment, multi-view data, or labor-intensive modeling. Therefore, a lightweight alternative, generating complex 3D scenes from a single top-down image, plays an essential role in real-world applications. While recent 3D generative models have achieved remarkable results at the object level, their extension to full-scene generation often leads to inconsistent geometry, layout hallucinations, and low-quality meshes. In this work, we introduce 3DTown, a training-free framework designed to synthesize realistic and coherent 3D scenes from a single top-down view. Our method is grounded in two principles: region-based generation to improve image-to-3D alignment and resolution, and spatial-aware 3D inpainting to ensure global scene coherence and high-quality geometry generation. Specifically, we decompose the input image into overlapping regions and generate each using a pretrained 3D object generator, followed by a masked rectified flow inpainting process that fills in missing geometry while maintaining structural continuity. This modular design allows us to overcome resolution bottlenecks and preserve spatial structure without requiring 3D supervision or fine-tuning. Extensive experiments across diverse scenes show that 3DTown outperforms state-of-the-art baselines, including Trellis, Hunyuan3D-2, and TripoSG, in terms of geometry quality, spatial coherence, and texture fidelity. Our results demonstrate that high-quality 3D town generation is achievable from a single image using a principled, training-free approach.
3D Gaussian Splatting (3DGS) has emerged as a powerful and efficient 3D representation for novel view synthesis. This paper extends 3DGS capabilities to inpainting, where masked objects in a scene are replaced with new contents that blend seamlessly with the surroundings. Unlike 2D image inpainting, 3D Gaussian inpainting (3DGI) is challenging in effectively leveraging complementary visual and semantic cues from multiple input views, as occluded areas in one view may be visible in others. To address this, we propose a method that measures the visibility uncertainties of 3D points across different input views and uses them to guide 3DGI in utilizing complementary visual cues. We also employ uncertainties to learn a semantic concept of scene without the masked object and use a diffusion model to fill masked objects in input images based on the learned concept. Finally, we build a novel 3DGI framework, VISTA, by integrating VISibility-uncerTainty-guided 3DGI with scene conceptuAl learning. VISTA generates high-quality 3DGS models capable of synthesizing artifact-free and naturally inpainted novel views. Furthermore, our approach extends to handling dynamic distractors arising from temporal object changes, enhancing its versatility in diverse scene reconstruction scenarios. We demonstrate the superior performance of our method over state-of-the-art techniques using two challenging datasets: the SPIn-NeRF dataset, featuring 10 diverse static 3D inpainting scenes, and an underwater 3D inpainting dataset derived from UTB180, including fast-moving fish as inpainting targets.
Current 3D inpainting and object removal methods are largely limited to front-facing scenes, facing substantial challenges when applied to diverse, "unconstrained" scenes where the camera orientation and trajectory are unrestricted. To bridge this gap, we introduce a novel approach that produces inpainted 3D scenes with consistent visual quality and coherent underlying geometry across both front-facing and unconstrained scenes. Specifically, we propose a robust 3D inpainting pipeline that incorporates geometric priors and a multi-view refinement network trained via test-time adaptation, building on a pre-trained image inpainting model. Additionally, we develop a novel inpainting mask detection technique to derive targeted inpainting masks from object masks, boosting the performance in handling unconstrained scenes. To validate the efficacy of our approach, we create a challenging and diverse benchmark that spans a wide range of scenes. Comprehensive experiments demonstrate that our proposed method substantially outperforms existing state-of-the-art approaches.
In this paper, we focus on 3D scene inpainting, where parts of an input image set, captured from different viewpoints, are masked out. The main challenge lies in generating plausible image completions that are geometrically consistent across views. Most recent work addresses this challenge by combining generative models with a 3D radiance field to fuse information across viewpoints. However, a major drawback of these methods is that they often produce blurry images due to the fusion of inconsistent cross-view images. To avoid blurry inpaintings, we eschew the use of an explicit or implicit radiance field altogether and instead fuse cross-view information in a learned space. In particular, we introduce a geometry-aware conditional generative model, capable of inpainting multi-view consistent images based on both geometric and appearance cues from reference images. A key advantage of our approach over existing methods is its unique ability to inpaint masked scenes with a limited number of views (i.e., few-view inpainting), whereas previous methods require relatively large image sets for their 3D model fitting step. Empirically, we evaluate and compare our scene-centric inpainting method on two datasets, SPIn-NeRF and NeRFiller, which contain images captured at narrow and wide baselines, respectively, and achieve state-of-the-art 3D inpainting performance on both. Additionally, we demonstrate the efficacy of our approach in the few-view setting compared to prior methods.
When performing 3D inpainting using novel-view rendering methods like Neural Radiance Field (NeRF) or 3D Gaussian Splatting (3DGS), how to achieve texture and geometry consistency across camera views has been a challenge. In this paper, we propose a framework of 3D Gaussian Inpainting with Depth-Guided Cross-View Consistency (3DGIC) for cross-view consistent 3D inpainting. Guided by the rendered depth information from each training view, our 3DGIC exploits background pixels visible across different views for updating the inpainting mask, allowing us to refine the 3DGS for inpainting purposes.Through extensive experiments on benchmark datasets, we confirm that our 3DGIC outperforms current state-of-the-art 3D inpainting methods quantitatively and qualitatively.
Texturing is a crucial step in the 3D asset production workflow, which enhances the visual appeal and diversity of 3D assets. Despite recent advancements in Text-to-Texture (T2T) generation, existing methods often yield subpar results, primarily due to local discontinuities, inconsistencies across multiple views, and their heavy dependence on UV unwrapping outcomes. To tackle these challenges, we propose a novel generation-refinement 3D texturing framework called MVPaint, which can generate high-resolution, seamless textures while emphasizing multi-view consistency. MVPaint mainly consists of three key modules. 1) Synchronized Multi-view Generation (SMG). Given a 3D mesh model, MVPaint first simultaneously generates multi-view images by employing an SMG model, which leads to coarse texturing results with unpainted parts due to missing observations. 2) Spatial-aware 3D Inpainting (S3I). To ensure complete 3D texturing, we introduce the S3I method, specifically designed to effectively texture previously unobserved areas. 3) UV Refinement (UVR). Furthermore, MVPaint employs a UVR module to improve the texture quality in the UV space, which first performs a UV-space Super-Resolution, followed by a Spatial-aware Seam-Smoothing algorithm for revising spatial texturing discontinuities caused by UV unwrapping. Moreover, we establish two T2T evaluation benchmarks: the Objaverse T2T benchmark and the GSO T2T benchmark, based on selected high-quality 3D meshes from the Objaverse dataset and the entire GSO dataset, respectively. Extensive experimental results demonstrate that MVPaint surpasses existing state-of-the-art methods. Notably, MVPaint could generate high-fidelity textures with minimal Janus issues and highly enhanced cross-view consistency.
Unveiling an empty street from crowded observations captured by in-car cameras is crucial for autonomous driving. However, removing all temporarily static objects, such as stopped vehicles and standing pedestrians, presents a significant challenge. Unlike object-centric 3D inpainting, which relies on thorough observation in a small scene, street scene cases involve long trajectories that differ from previous 3D inpainting tasks. The camera-centric moving environment of captured videos further complicates the task due to the limited degree and time duration of object observation. To address these obstacles, we introduce StreetUnveiler to reconstruct an empty street. StreetUnveiler learns a 3D representation of the empty street from crowded observations. Our representation is based on the hard-label semantic 2D Gaussian Splatting (2DGS) for its scalability and ability to identify Gaussians to be removed. We inpaint rendered image after removing unwanted Gaussians to provide pseudo-labels and subsequently re-optimize the 2DGS. Given its temporal continuous movement, we divide the empty street scene into observed, partial-observed, and unobserved regions, which we propose to locate through a rendered alpha map. This decomposition helps us to minimize the regions that need to be inpainted. To enhance the temporal consistency of the inpainting, we introduce a novel time-reversal framework to inpaint frames in reverse order and use later frames as references for earlier frames to fully utilize the long-trajectory observations. Our experiments conducted on the street scene dataset successfully reconstructed a 3D representation of the empty street. The mesh representation of the empty street can be extracted for further applications. The project page and more visualizations can be found at: https://streetunveiler.github.io
Despite the emergence of successful NeRF inpainting methods built upon explicit RGB and depth 2D inpainting supervisions, these methods are inherently constrained by the capabilities of their underlying 2D inpainters. This is due to two key reasons: (i) independently inpainting constituent images results in view-inconsistent imagery, and (ii) 2D inpainters struggle to ensure high-quality geometry completion and alignment with inpainted RGB images. To overcome these limitations, we propose a novel approach called MVIP-NeRF that harnesses the potential of diffusion priors for NeRF inpainting, addressing both appearance and geometry aspects. MVIP-NeRF performs joint inpainting across multiple views to reach a consistent solution, which is achieved via an iterative optimization process based on Score Distillation Sampling (SDS). Apart from recovering the rendered RGB images, we also extract normal maps as a geometric representation and define a normal SDS loss that motivates accurate geometry inpainting and alignment with the appearance. Additionally, we formulate a multi-view SDS score function to distill generative priors simultaneously from different view images, ensuring consistent visual completion when dealing with large view variations. Our experimental results show better appearance and geometry recovery than previous NeRF inpainting methods.
Neural reconstruction approaches are rapidly emerging as the preferred representation for 3D scenes, but their limited editability is still posing a challenge. In this work, we propose an approach for 3D scene inpainting -- the task of coherently replacing parts of the reconstructed scene with desired content. Scene inpainting is an inherently ill-posed task as there exist many solutions that plausibly replace the missing content. A good inpainting method should therefore not only enable high-quality synthesis but also a high degree of control. Based on this observation, we focus on enabling explicit control over the inpainted content and leverage a reference image as an efficient means to achieve this goal. Specifically, we introduce RefFusion, a novel 3D inpainting method based on a multi-scale personalization of an image inpainting diffusion model to the given reference view. The personalization effectively adapts the prior distribution to the target scene, resulting in a lower variance of score distillation objective and hence significantly sharper details. Our framework achieves state-of-the-art results for object removal while maintaining high controllability. We further demonstrate the generality of our formulation on other downstream tasks such as object insertion, scene outpainting, and sparse view reconstruction.
We introduce RealmDreamer, a technique for generating forward-facing 3D scenes from text descriptions. Our method optimizes a 3D Gaussian Splatting representation to match complex text prompts using pretrained diffusion models. Our key insight is to leverage 2D inpainting diffusion models conditioned on an initial scene estimate to provide low variance supervision for unknown regions during 3D distillation. In conjunction, we imbue high-fidelity geometry with geometric distillation from a depth diffusion model, conditioned on samples from the inpainting model. We find that the initialization of the optimization is crucial, and provide a principled methodology for doing so. Notably, our technique doesn't require video or multi-view data and can synthesize various high-quality 3D scenes in different styles with complex layouts. Further, the generality of our method allows 3D synthesis from a single image. As measured by a comprehensive user study, our method outperforms all existing approaches, preferred by 88-95%. Project Page: https://realmdreamer.github.io/
Synthesizing healthy brain scans from diseased brain scans offers a potential solution to address the limitations of general-purpose algorithms, such as tissue segmentation and brain extraction algorithms, which may not effectively handle diseased images. We consider this a 3D inpainting task and investigate the adaptation of 2D inpainting methods to meet the requirements of 3D magnetic resonance imaging(MRI) data. Our contributions encompass potential modifications tailored to MRI-specific needs, and we conducted evaluations of multiple inpainting techniques using the BraTS2023 Inpainting datasets to assess their efficacy and limitations.
This paper presents a novel approach to inpainting 3D regions of a scene, given masked multi-view images, by distilling a 2D diffusion model into a learned 3D scene representation (e.g. a NeRF). Unlike 3D generative methods that explicitly condition the diffusion model on camera pose or multi-view information, our diffusion model is conditioned only on a single masked 2D image. Nevertheless, we show that this 2D diffusion model can still serve as a generative prior in a 3D multi-view reconstruction problem where we optimize a NeRF using a combination of score distillation sampling and NeRF reconstruction losses. Predicted depth is used as additional supervision to encourage accurate geometry. We compare our approach to 3D inpainting methods that focus on object removal. Because our method can generate content to fill any 3D masked region, we additionally demonstrate 3D object completion, 3D object replacement, and 3D scene completion.
We propose NeRFiller, an approach that completes missing portions of a 3D capture via generative 3D inpainting using off-the-shelf 2D visual generative models. Often parts of a captured 3D scene or object are missing due to mesh reconstruction failures or a lack of observations (e.g., contact regions, such as the bottom of objects, or hard-to-reach areas). We approach this challenging 3D inpainting problem by leveraging a 2D inpainting diffusion model. We identify a surprising behavior of these models, where they generate more 3D consistent inpaints when images form a 2$\times$2 grid, and show how to generalize this behavior to more than four images. We then present an iterative framework to distill these inpainted regions into a single consistent 3D scene. In contrast to related works, we focus on completing scenes rather than deleting foreground objects, and our approach does not require tight 2D object masks or text. We compare our approach to relevant baselines adapted to our setting on a variety of scenes, where NeRFiller creates the most 3D consistent and plausible scene completions. Our project page is at https://ethanweber.me/nerfiller.
We present PrimDiffusion, the first diffusion-based framework for 3D human generation. Devising diffusion models for 3D human generation is difficult due to the intensive computational cost of 3D representations and the articulated topology of 3D humans. To tackle these challenges, our key insight is operating the denoising diffusion process directly on a set of volumetric primitives, which models the human body as a number of small volumes with radiance and kinematic information. This volumetric primitives representation marries the capacity of volumetric representations with the efficiency of primitive-based rendering. Our PrimDiffusion framework has three appealing properties: 1) compact and expressive parameter space for the diffusion model, 2) flexible 3D representation that incorporates human prior, and 3) decoder-free rendering for efficient novel-view and novel-pose synthesis. Extensive experiments validate that PrimDiffusion outperforms state-of-the-art methods in 3D human generation. Notably, compared to GAN-based methods, our PrimDiffusion supports real-time rendering of high-quality 3D humans at a resolution of $512\times512$ once the denoising process is done. We also demonstrate the flexibility of our framework on training-free conditional generation such as texture transfer and 3D inpainting.
We propose InNeRF360, an automatic system that accurately removes text-specified objects from 360-degree Neural Radiance Fields (NeRF). The challenge is to effectively remove objects while inpainting perceptually consistent content for the missing regions, which is particularly demanding for existing NeRF models due to their implicit volumetric representation. Moreover, unbounded scenes are more prone to floater artifacts in the inpainted region than frontal-facing scenes, as the change of object appearance and background across views is more sensitive to inaccurate segmentations and inconsistent inpainting. With a trained NeRF and a text description, our method efficiently removes specified objects and inpaints visually consistent content without artifacts. We apply depth-space warping to enforce consistency across multiview text-encoded segmentations, and then refine the inpainted NeRF model using perceptual priors and 3D diffusion-based geometric priors to ensure visual plausibility. Through extensive experiments in segmentation and inpainting on 360-degree and frontal-facing NeRFs, we show that our approach is effective and enhances NeRF's editability. Project page: https://ivrl.github.io/InNeRF360.
Removing clutter from scenes is essential in many applications, ranging from privacy-concerned content filtering to data augmentation. In this work, we present an automatic system that removes clutter from 3D scenes and inpaints with coherent geometry and texture. We propose techniques for its two key components: 3D segmentation from shared properties and 3D inpainting, both of which are important problems. The definition of 3D scene clutter (frequently-moving objects) is not well captured by commonly-studied object categories in computer vision. To tackle the lack of well-defined clutter annotations, we group noisy fine-grained labels, leverage virtual rendering, and impose an instance-level area-sensitive loss. Once clutter is removed, we inpaint geometry and texture in the resulting holes by merging inpainted RGB-D images. This requires novel voting and pruning strategies that guarantee multi-view consistency across individually inpainted images for mesh reconstruction. Experiments on ScanNet and Matterport dataset show that our method outperforms baselines for clutter segmentation and 3D inpainting, both visually and quantitatively.
Neural Radiance Fields (NeRFs) have emerged as a popular approach for novel view synthesis. While NeRFs are quickly being adapted for a wider set of applications, intuitively editing NeRF scenes is still an open challenge. One important editing task is the removal of unwanted objects from a 3D scene, such that the replaced region is visually plausible and consistent with its context. We refer to this task as 3D inpainting. In 3D, solutions must be both consistent across multiple views and geometrically valid. In this paper, we propose a novel 3D inpainting method that addresses these challenges. Given a small set of posed images and sparse annotations in a single input image, our framework first rapidly obtains a 3D segmentation mask for a target object. Using the mask, a perceptual optimizationbased approach is then introduced that leverages learned 2D image inpainters, distilling their information into 3D space, while ensuring view consistency. We also address the lack of a diverse benchmark for evaluating 3D scene inpainting methods by introducing a dataset comprised of challenging real-world scenes. In particular, our dataset contains views of the same scene with and without a target object, enabling more principled benchmarking of the 3D inpainting task. We first demonstrate the superiority of our approach on multiview segmentation, comparing to NeRFbased methods and 2D segmentation approaches. We then evaluate on the task of 3D inpainting, establishing state-ofthe-art performance against other NeRF manipulation algorithms, as well as a strong 2D image inpainter baseline. Project Page: https://spinnerf3d.github.io
Monitoring of ground movement close to the rail corridor, such as that associated with landslips caused by ground subsidence and/or uplift, is of great interest for the detection and prevention of possible railway faults. Interferometric synthetic-aperture radar (InSAR) data can be used to measure ground deformation, but its use poses distinct challenges, as the data is highly sparse and can be particularly noisy. Here we present a scheme for processing and interpolating noisy, sparse InSAR data into a dense spatio-temporal stack, helping suppress noise and opening up the possibility for treatment with deep learning and other image processing methods.