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arXiv:2507.12489

Physically Based Neural LiDAR Resimulation

Methods for Novel View Synthesis (NVS) have recently found traction in the field of LiDAR simulation and large-scale 3D scene reconstruction. While solutions for faster rendering or handling dynamic scenes have been proposed, LiDAR specific effects remain insufficiently addressed. By explicitly modeling sensor characteristics such as rolling shutter, laser power variations, and intensity falloff, our method achieves more accurate LiDAR simulation compared to existing techniques. We demonstrate the effectiveness of our approach through quantitative and qualitative comparisons with state-of-the-art methods, as well as ablation studies that highlight the importance of each sensor model component. Beyond that, we show that our approach exhibits advanced resimulation capabilities, such as generating high resolution LiDAR scans in the camera perspective. Our code and the resulting dataset are available at https://github.com/richardmarcus/PBNLiDAR.

arXiv:2506.16262공식 코드 · Papers with Code

R3eVision: A Survey on Robust Rendering, Restoration, and Enhancement for 3D Low-Level Vision

Neural rendering methods such as Neural Radiance Fields (NeRF) and 3D Gaussian Splatting (3DGS) have achieved significant progress in photorealistic 3D scene reconstruction and novel view synthesis. However, most existing models assume clean and high-resolution (HR) multi-view inputs, which limits their robustness under real-world degradations such as noise, blur, low-resolution (LR), and weather-induced artifacts. To address these limitations, the emerging field of 3D Low-Level Vision (3D LLV) extends classical 2D Low-Level Vision tasks including super-resolution (SR), deblurring, weather degradation removal, restoration, and enhancement into the 3D spatial domain. This survey, referred to as R\textsuperscript{3}eVision, provides a comprehensive overview of robust rendering, restoration, and enhancement for 3D LLV by formalizing the degradation-aware rendering problem and identifying key challenges related to spatio-temporal consistency and ill-posed optimization. Recent methods that integrate LLV into neural rendering frameworks are categorized to illustrate how they enable high-fidelity 3D reconstruction under adverse conditions. Application domains such as autonomous driving, AR/VR, and robotics are also discussed, where reliable 3D perception from degraded inputs is critical. By reviewing representative methods, datasets, and evaluation protocols, this work positions 3D LLV as a fundamental direction for robust 3D content generation and scene-level reconstruction in real-world environments.

arXiv:2506.21117

CL-Splats: Continual Learning of Gaussian Splatting with Local Optimization

In dynamic 3D environments, accurately updating scene representations over time is crucial for applications in robotics, mixed reality, and embodied AI. As scenes evolve, efficient methods to incorporate changes are needed to maintain up-to-date, high-quality reconstructions without the computational overhead of re-optimizing the entire scene. This paper introduces CL-Splats, which incrementally updates Gaussian splatting-based 3D representations from sparse scene captures. CL-Splats integrates a robust change-detection module that segments updated and static components within the scene, enabling focused, local optimization that avoids unnecessary re-computation. Moreover, CL-Splats supports storing and recovering previous scene states, facilitating temporal segmentation and new scene-analysis applications. Our extensive experiments demonstrate that CL-Splats achieves efficient updates with improved reconstruction quality over the state-of-the-art. This establishes a robust foundation for future real-time adaptation in 3D scene reconstruction tasks.

arXiv:2506.14229

HRGS: Hierarchical Gaussian Splatting for Memory-Efficient High-Resolution 3D Reconstruction

3D Gaussian Splatting (3DGS) has made significant strides in real-time 3D scene reconstruction, but faces memory scalability issues in high-resolution scenarios. To address this, we propose Hierarchical Gaussian Splatting (HRGS), a memory-efficient framework with hierarchical block-level optimization. First, we generate a global, coarse Gaussian representation from low-resolution data. Then, we partition the scene into multiple blocks, refining each block with high-resolution data. The partitioning involves two steps: Gaussian partitioning, where irregular scenes are normalized into a bounded cubic space with a uniform grid for task distribution, and training data partitioning, where only relevant observations are retained for each block. By guiding block refinement with the coarse Gaussian prior, we ensure seamless Gaussian fusion across adjacent blocks. To reduce computational demands, we introduce Importance-Driven Gaussian Pruning (IDGP), which computes importance scores for each Gaussian and removes those with minimal contribution, speeding up convergence and reducing memory usage. Additionally, we incorporate normal priors from a pretrained model to enhance surface reconstruction quality. Our method enables high-quality, high-resolution 3D scene reconstruction even under memory constraints. Extensive experiments on three benchmarks show that HRGS achieves state-of-the-art performance in high-resolution novel view synthesis (NVS) and surface reconstruction tasks.

arXiv:2506.10001

Semantic Communication-Enabled Cloud-Edge-End-collaborative Metaverse Services Architecure

With technology advancing and the pursuit of new audiovisual experiences strengthening, the metaverse has gained surging enthusiasm. However, it faces practical hurdles as substantial data like high-resolution virtual scenes must be transmitted between cloud platforms and VR devices. Specifically, the VR device's wireless transmission hampered by insufficient bandwidth, causes speed and delay problems. Meanwhile, poor channel quality leads to data errors and worsens user experience. To solve this, we've proposed the Semantic Communication-Enabled Cloud-Edge-End Collaborative Immersive Metaverse Service (SC-CEE-Meta) Architecture, which includes three modules: VR video semantic transmission, video synthesis, and 3D virtual scene reconstruction. By deploying semantic modules on VR devices and edge servers and sending key semantic info instead of focusing on bit-level reconstruction, it can cut latency, resolve the resource-bandwidth conflict, and better withstand channel interference. Also, the cloud deploys video synthesis and 3D scene reconstruction preprocessing, while edge devices host 3D reconstruction rendering modules, all for immersive services. Verified on Meta Quest Pro, the SC-CEE-Meta can reduce wireless transmission delay by 96.05\% and boost image quality by 43.99\% under poor channel condition.

arXiv:2506.10980

InstaInpaint: Instant 3D-Scene Inpainting with Masked Large Reconstruction Model

Recent advances in 3D scene reconstruction enable real-time viewing in virtual and augmented reality. To support interactive operations for better immersiveness, such as moving or editing objects, 3D scene inpainting methods are proposed to repair or complete the altered geometry. However, current approaches rely on lengthy and computationally intensive optimization, making them impractical for real-time or online applications. We propose InstaInpaint, a reference-based feed-forward framework that produces 3D-scene inpainting from a 2D inpainting proposal within 0.4 seconds. We develop a self-supervised masked-finetuning strategy to enable training of our custom large reconstruction model (LRM) on the large-scale dataset. Through extensive experiments, we analyze and identify several key designs that improve generalization, textural consistency, and geometric correctness. InstaInpaint achieves a 1000x speed-up from prior methods while maintaining a state-of-the-art performance across two standard benchmarks. Moreover, we show that InstaInpaint generalizes well to flexible downstream applications such as object insertion and multi-region inpainting. More video results are available at our project page: https://dhmbb2.github.io/InstaInpaint_page/.

arXiv:2506.06890

SPC to 3D: Novel View Synthesis from Binary SPC via I2I translation

Single Photon Avalanche Diodes (SPADs) represent a cutting-edge imaging technology, capable of detecting individual photons with remarkable timing precision. Building on this sensitivity, Single Photon Cameras (SPCs) enable image capture at exceptionally high speeds under both low and high illumination. Enabling 3D reconstruction and radiance field recovery from such SPC data holds significant promise. However, the binary nature of SPC images leads to severe information loss, particularly in texture and color, making traditional 3D synthesis techniques ineffective. To address this challenge, we propose a modular two-stage framework that converts binary SPC images into high-quality colorized novel views. The first stage performs image-to-image (I2I) translation using generative models such as Pix2PixHD, converting binary SPC inputs into plausible RGB representations. The second stage employs 3D scene reconstruction techniques like Neural Radiance Fields (NeRF) or Gaussian Splatting (3DGS) to generate novel views. We validate our two-stage pipeline (Pix2PixHD + Nerf/3DGS) through extensive qualitative and quantitative experiments, demonstrating significant improvements in perceptual quality and geometric consistency over the alternative baseline.

arXiv:2506.07628

HuSc3D: Human Sculpture dataset for 3D object reconstruction

3D scene reconstruction from 2D images is one of the most important tasks in computer graphics. Unfortunately, existing datasets and benchmarks concentrate on idealized synthetic or meticulously captured realistic data. Such benchmarks fail to convey the inherent complexities encountered in newly acquired real-world scenes. In such scenes especially those acquired outside, the background is often dynamic, and by popular usage of cell phone cameras, there might be discrepancies in, e.g., white balance. To address this gap, we present HuSc3D, a novel dataset specifically designed for rigorous benchmarking of 3D reconstruction models under realistic acquisition challenges. Our dataset uniquely features six highly detailed, fully white sculptures characterized by intricate perforations and minimal textural and color variation. Furthermore, the number of images per scene varies significantly, introducing the additional challenge of limited training data for some instances alongside scenes with a standard number of views. By evaluating popular 3D reconstruction methods on this diverse dataset, we demonstrate the distinctiveness of HuSc3D in effectively differentiating model performance, particularly highlighting the sensitivity of methods to fine geometric details, color ambiguity, and varying data availability--limitations often masked by more conventional datasets.

arXiv:2506.08777

Gaussian2Scene: 3D Scene Representation Learning via Self-supervised Learning with 3D Gaussian Splatting

Self-supervised learning (SSL) for point cloud pre-training has become a cornerstone for many 3D vision tasks, enabling effective learning from large-scale unannotated data. At the scene level, existing SSL methods often incorporate volume rendering into the pre-training framework, using RGB-D images as reconstruction signals to facilitate cross-modal learning. This strategy promotes alignment between 2D and 3D modalities and enables the model to benefit from rich visual cues in the RGB-D inputs. However, these approaches are limited by their reliance on implicit scene representations and high memory demands. Furthermore, since their reconstruction objectives are applied only in 2D space, they often fail to capture underlying 3D geometric structures. To address these challenges, we propose Gaussian2Scene, a novel scene-level SSL framework that leverages the efficiency and explicit nature of 3D Gaussian Splatting (3DGS) for pre-training. The use of 3DGS not only alleviates the computational burden associated with volume rendering but also supports direct 3D scene reconstruction, thereby enhancing the geometric understanding of the backbone network. Our approach follows a progressive two-stage training strategy. In the first stage, a dual-branch masked autoencoder learns both 2D and 3D scene representations. In the second stage, we initialize training with reconstructed point clouds and further supervise learning using the geometric locations of Gaussian primitives and rendered RGB images. This process reinforces both geometric and cross-modal learning. We demonstrate the effectiveness of Gaussian2Scene across several downstream 3D object detection tasks, showing consistent improvements over existing pre-training methods.

arXiv:2505.24746공식 코드 · Papers with Code

Tackling View-Dependent Semantics in 3D Language Gaussian Splatting

Recent advancements in 3D Gaussian Splatting (3D-GS) enable high-quality 3D scene reconstruction from RGB images. Many studies extend this paradigm for language-driven open-vocabulary scene understanding. However, most of them simply project 2D semantic features onto 3D Gaussians and overlook a fundamental gap between 2D and 3D understanding: a 3D object may exhibit various semantics from different viewpoints--a phenomenon we term view-dependent semantics. To address this challenge, we propose LaGa (Language Gaussians), which establishes cross-view semantic connections by decomposing the 3D scene into objects. Then, it constructs view-aggregated semantic representations by clustering semantic descriptors and reweighting them based on multi-view semantics. Extensive experiments demonstrate that LaGa effectively captures key information from view-dependent semantics, enabling a more comprehensive understanding of 3D scenes. Notably, under the same settings, LaGa achieves a significant improvement of +18.7% mIoU over the previous SOTA on the LERF-OVS dataset. Our code is available at: https://github.com/SJTU-DeepVisionLab/LaGa.

arXiv:2505.21649

Right Side Up? Disentangling Orientation Understanding in MLLMs with Fine-grained Multi-axis Perception Tasks

Object orientation understanding represents a fundamental challenge in visual perception critical for applications like robotic manipulation and augmented reality. Current vision-language benchmarks fail to isolate this capability, often conflating it with positional relationships and general scene understanding. We introduce DORI (Discriminative Orientation Reasoning Intelligence), a comprehensive benchmark establishing object orientation perception as a primary evaluation target. DORI assesses four dimensions of orientation comprehension: frontal alignment, rotational transformations, relative directional relationships, and canonical orientation understanding. Through carefully curated tasks from 11 datasets spanning 67 object categories across synthetic and real-world scenarios, DORI provides insights on how multi-modal systems understand object orientations. Our evaluation of 15 state-of-the-art vision-language models reveals critical limitations: even the best models achieve only 54.2% accuracy on coarse tasks and 33.0% on granular orientation judgments, with performance deteriorating for tasks requiring reference frame shifts or compound rotations. These findings demonstrate the need for dedicated orientation representation mechanisms, as models show systematic inability to perform precise angular estimations, track orientation changes across viewpoints, and understand compound rotations - suggesting limitations in their internal 3D spatial representations. As the first diagnostic framework specifically designed for orientation awareness in multimodal systems, DORI offers implications for improving robotic control, 3D scene reconstruction, and human-AI interaction in physical environments. DORI data: https://huggingface.co/datasets/appledora/DORI-Benchmark

arXiv:2505.21238

3D-UIR: 3D Gaussian for Underwater 3D Scene Reconstruction via Physics Based Appearance-Medium Decoupling

Novel view synthesis for underwater scene reconstruction presents unique challenges due to complex light-media interactions. Optical scattering and absorption in water body bring inhomogeneous medium attenuation interference that disrupts conventional volume rendering assumptions of uniform propagation medium. While 3D Gaussian Splatting (3DGS) offers real-time rendering capabilities, it struggles with underwater inhomogeneous environments where scattering media introduce artifacts and inconsistent appearance. In this study, we propose a physics-based framework that disentangles object appearance from water medium effects through tailored Gaussian modeling. Our approach introduces appearance embeddings, which are explicit medium representations for backscatter and attenuation, enhancing scene consistency. In addition, we propose a distance-guided optimization strategy that leverages pseudo-depth maps as supervision with depth regularization and scale penalty terms to improve geometric fidelity. By integrating the proposed appearance and medium modeling components via an underwater imaging model, our approach achieves both high-quality novel view synthesis and physically accurate scene restoration. Experiments demonstrate our significant improvements in rendering quality and restoration accuracy over existing methods. The project page is available at https://bilityniu.github.io/3D-UIR.

arXiv:2505.23280공식 코드 · Papers with Code

Holistic Large-Scale Scene Reconstruction via Mixed Gaussian Splatting

Recent advances in 3D Gaussian Splatting have shown remarkable potential for novel view synthesis. However, most existing large-scale scene reconstruction methods rely on the divide-and-conquer paradigm, which often leads to the loss of global scene information and requires complex parameter tuning due to scene partitioning and local optimization. To address these limitations, we propose MixGS, a novel holistic optimization framework for large-scale 3D scene reconstruction. MixGS models the entire scene holistically by integrating camera pose and Gaussian attributes into a view-aware representation, which is decoded into fine-detailed Gaussians. Furthermore, a novel mixing operation combines decoded and original Gaussians to jointly preserve global coherence and local fidelity. Extensive experiments on large-scale scenes demonstrate that MixGS achieves state-of-the-art rendering quality and competitive speed, while significantly reducing computational requirements, enabling large-scale scene reconstruction training on a single 24GB VRAM GPU. The code will be released at https://github.com/azhuantou/MixGS.

arXiv:2505.20471공식 코드 · Papers with Code

WeatherEdit: Controllable Weather Editing with 4D Gaussian Field

In this work, we present WeatherEdit, a novel weather editing pipeline for generating realistic weather effects with controllable types and severity in 3D scenes. Our approach is structured into two key components: weather background editing and weather particle construction. For weather background editing, we introduce an all-in-one adapter that integrates multiple weather styles into a single pretrained diffusion model, enabling the generation of diverse weather effects in 2D image backgrounds. During inference, we design a Temporal-View (TV-) attention mechanism that follows a specific order to aggregate temporal and spatial information, ensuring consistent editing across multi-frame and multi-view images. To construct the weather particles, we first reconstruct a 3D scene using the edited images and then introduce a dynamic 4D Gaussian field to generate snowflakes, raindrops and fog in the scene. The attributes and dynamics of these particles are precisely controlled through physical-based modelling and simulation, ensuring realistic weather representation and flexible severity adjustments. Finally, we integrate the 4D Gaussian field with the 3D scene to render consistent and highly realistic weather effects. Experiments on multiple driving datasets demonstrate that WeatherEdit can generate diverse weather effects with controllable condition severity, highlighting its potential for autonomous driving simulation in adverse weather. See project page: https://jumponthemoon.github.io/w-edit

arXiv:2505.16535

SHaDe: Compact and Consistent Dynamic 3D Reconstruction via Tri-Plane Deformation and Latent Diffusion

We present a novel framework for dynamic 3D scene reconstruction that integrates three key components: an explicit tri-plane deformation field, a view-conditioned canonical radiance field with spherical harmonics (SH) attention, and a temporally-aware latent diffusion prior. Our method encodes 4D scenes using three orthogonal 2D feature planes that evolve over time, enabling efficient and compact spatiotemporal representation. These features are explicitly warped into a canonical space via a deformation offset field, eliminating the need for MLP-based motion modeling. In canonical space, we replace traditional MLP decoders with a structured SH-based rendering head that synthesizes view-dependent color via attention over learned frequency bands improving both interpretability and rendering efficiency. To further enhance fidelity and temporal consistency, we introduce a transformer-guided latent diffusion module that refines the tri-plane and deformation features in a compressed latent space. This generative module denoises scene representations under ambiguous or out-of-distribution (OOD) motion, improving generalization. Our model is trained in two stages: the diffusion module is first pre-trained independently, and then fine-tuned jointly with the full pipeline using a combination of image reconstruction, diffusion denoising, and temporal consistency losses. We demonstrate state-of-the-art results on synthetic benchmarks, surpassing recent methods such as HexPlane and 4D Gaussian Splatting in visual quality, temporal coherence, and robustness to sparse-view dynamic inputs.

arXiv:2505.16902공식 코드 · Papers with Code

RealEngine: Simulating Autonomous Driving in Realistic Context

Driving simulation plays a crucial role in developing reliable driving agents by providing controlled, evaluative environments. To enable meaningful assessments, a high-quality driving simulator must satisfy several key requirements: multi-modal sensing capabilities (e.g., camera and LiDAR) with realistic scene rendering to minimize observational discrepancies; closed-loop evaluation to support free-form trajectory behaviors; highly diverse traffic scenarios for thorough evaluation; multi-agent cooperation to capture interaction dynamics; and high computational efficiency to ensure affordability and scalability. However, existing simulators and benchmarks fail to comprehensively meet these fundamental criteria. To bridge this gap, this paper introduces RealEngine, a novel driving simulation framework that holistically integrates 3D scene reconstruction and novel view synthesis techniques to achieve realistic and flexible closed-loop simulation in the driving context. By leveraging real-world multi-modal sensor data, RealEngine reconstructs background scenes and foreground traffic participants separately, allowing for highly diverse and realistic traffic scenarios through flexible scene composition. This synergistic fusion of scene reconstruction and view synthesis enables photorealistic rendering across multiple sensor modalities, ensuring both perceptual fidelity and geometric accuracy. Building upon this environment, RealEngine supports three essential driving simulation categories: non-reactive simulation, safety testing, and multi-agent interaction, collectively forming a reliable and comprehensive benchmark for evaluating the real-world performance of driving agents.

arXiv:2505.13215공식 코드 · Papers with Code

Hybrid 3D-4D Gaussian Splatting for Fast Dynamic Scene Representation

Recent advancements in dynamic 3D scene reconstruction have shown promising results, enabling high-fidelity 3D novel view synthesis with improved temporal consistency. Among these, 4D Gaussian Splatting (4DGS) has emerged as an appealing approach due to its ability to model high-fidelity spatial and temporal variations. However, existing methods suffer from substantial computational and memory overhead due to the redundant allocation of 4D Gaussians to static regions, which can also degrade image quality. In this work, we introduce hybrid 3D-4D Gaussian Splatting (3D-4DGS), a novel framework that adaptively represents static regions with 3D Gaussians while reserving 4D Gaussians for dynamic elements. Our method begins with a fully 4D Gaussian representation and iteratively converts temporally invariant Gaussians into 3D, significantly reducing the number of parameters and improving computational efficiency. Meanwhile, dynamic Gaussians retain their full 4D representation, capturing complex motions with high fidelity. Our approach achieves significantly faster training times compared to baseline 4D Gaussian Splatting methods while maintaining or improving the visual quality.

arXiv:2505.10578

ExploreGS: a vision-based low overhead framework for 3D scene reconstruction

This paper proposes a low-overhead, vision-based 3D scene reconstruction framework for drones, named ExploreGS. By using RGB images, ExploreGS replaces traditional lidar-based point cloud acquisition process with a vision model, achieving a high-quality reconstruction at a lower cost. The framework integrates scene exploration and model reconstruction, and leverags a Bag-of-Words(BoW) model to enable real-time processing capabilities, therefore, the 3D Gaussian Splatting (3DGS) training can be executed on-board. Comprehensive experiments in both simulation and real-world environments demonstrate the efficiency and applicability of the ExploreGS framework on resource-constrained devices, while maintaining reconstruction quality comparable to state-of-the-art methods.

arXiv:2505.08811

TUGS: Physics-based Compact Representation of Underwater Scenes by Tensorized Gaussian

Underwater 3D scene reconstruction is crucial for undewater robotic perception and navigation. However, the task is significantly challenged by the complex interplay between light propagation, water medium, and object surfaces, with existing methods unable to model their interactions accurately. Additionally, expensive training and rendering costs limit their practical application in underwater robotic systems. Therefore, we propose Tensorized Underwater Gaussian Splatting (TUGS), which can effectively solve the modeling challenges of the complex interactions between object geometries and water media while achieving significant parameter reduction. TUGS employs lightweight tensorized higher-order Gaussians with a physics-based underwater Adaptive Medium Estimation (AME) module, enabling accurate simulation of both light attenuation and backscatter effects in underwater environments. Compared to other NeRF-based and GS-based methods designed for underwater, TUGS is able to render high-quality underwater images with faster rendering speeds and less memory usage. Extensive experiments on real-world underwater datasets have demonstrated that TUGS can efficiently achieve superior reconstruction quality using a limited number of parameters, making it particularly suitable for memory-constrained underwater UAV applications

arXiv:2504.20496

Large-scale visual SLAM for in-the-wild videos

Accurate and robust 3D scene reconstruction from casual, in-the-wild videos can significantly simplify robot deployment to new environments. However, reliable camera pose estimation and scene reconstruction from such unconstrained videos remains an open challenge. Existing visual-only SLAM methods perform well on benchmark datasets but struggle with real-world footage which often exhibits uncontrolled motion including rapid rotations and pure forward movements, textureless regions, and dynamic objects. We analyze the limitations of current methods and introduce a robust pipeline designed to improve 3D reconstruction from casual videos. We build upon recent deep visual odometry methods but increase robustness in several ways. Camera intrinsics are automatically recovered from the first few frames using structure-from-motion. Dynamic objects and less-constrained areas are masked with a predictive model. Additionally, we leverage monocular depth estimates to regularize bundle adjustment, mitigating errors in low-parallax situations. Finally, we integrate place recognition and loop closure to reduce long-term drift and refine both intrinsics and pose estimates through global bundle adjustment. We demonstrate large-scale contiguous 3D models from several online videos in various environments. In contrast, baseline methods typically produce locally inconsistent results at several points, producing separate segments or distorted maps. In lieu of ground-truth pose data, we evaluate map consistency, execution time and visual accuracy of re-rendered NeRF models. Our proposed system establishes a new baseline for visual reconstruction from casual uncontrolled videos found online, demonstrating more consistent reconstructions over longer sequences of in-the-wild videos than previously achieved.