Current novel view synthesis methods are typically designed for high-quality and clean input images. However, in foggy scenes, scattering and attenuation can significantly degrade the quality of rendering. Although NeRF-based dehazing approaches have been developed, their reliance on deep fully connected neural networks and per-ray sampling strategies leads to high computational costs. Furthermore, NeRF's implicit representation limits its ability to recover fine-grained details from hazy scenes. To overcome these limitations, we propose DehazeGS, the first physics-driven 3D Gaussian Splatting (3DGS) framework for dehazing. We adopt an explicit Gaussian representation to model fog formation via a physically consistent forward rendering process, enabling reconstruction and rendering of fog-free scenes using only multi-view foggy images as input. Specifically, based on the atmospheric scattering model, we simulate the formation of fog by establishing the transmission function directly on Gaussian primitives via depth-to-transmission mapping. During training, we jointly learn the atmospheric light and scattering coefficients while optimizing the Gaussian representation of foggy scenes. At inference time, we remove the effects of scattering and attenuation in Gaussian distributions and directly render the scene to obtain dehazed views. Experiments on both real-world and synthetic foggy datasets demonstrate that DehazeGS achieves state-of-the-art performance.
We propose Fresco, a unified optimization paradigm designed to mitigate early over-sharpening, and cross-view drifting in head avatar reconstruction. Fresco combines a Laplacian-pyramid-based frequency curriculum with UV-space consistency regularization to progressively enhance reconstruction quality. The optimization begins by stabilizing low-frequency appearance in the image domain, which suppresses spurious details and promotes reliable convergence. As learning proceeds, consistency across different viewpoints is reinforced through pixel-level alignment on shared UV texture coordinates. Finally, high-frequency components are refined under explicit frequency-band constraints, and seam boundary regularization is applied to preserve local continuity. By optimizing in a frequency- and UV-aligned space, Fresco achieves robust convergence without pseudo high-frequency artifacts and yields consistent, high-fidelity results across views. Experiments on the NeRSemble dataset validate the effectiveness of our design. Our method outperforms previous state-of the-art methods while avoiding additional training overhead through frequency scheduling and UV-bake caching.
Creating high-fidelity, animatable 3D avatars from a single image remains a formidable challenge. We identified three desirable attributes of avatar generation: 1) the method should be feed-forward, 2) model a 360° full-head, and 3) should be animation-ready. However, current work addresses only two of the three points simultaneously. To address these limitations, we propose OMEGA-Avatar, the first feed-forward framework that simultaneously generates a generalizable, 360°-complete, and animatable 3D Gaussian head from a single image. Starting from a feed-forward and animatable framework, we address the 360° full-head avatar generation problem with two novel components. First, to overcome poor hair modeling in full-head avatar generation, we introduce a semantic-aware mesh deformation module that integrates multi-view normals to optimize a FLAME head with hair while preserving its topology structure. Second, to enable effective feed-forward decoding of full-head features, we propose a multi-view feature splatting module that constructs a shared canonical UV representation from features across multiple views through differentiable bilinear splatting, hierarchical UV mapping, and visibility-aware fusion. This approach preserves both global structural coherence and local high-frequency details across all viewpoints, ensuring 360° consistency without per-instance optimization. Extensive experiments demonstrate that OMEGA-Avatar achieves state-of-the-art performance, significantly outperforming existing baselines in 360° full-head completeness while robustly preserving identity across different viewpoints.
Omnidirectional 3D Gaussian Splatting with panoramas is a key technique for 3D scene representation, and existing methods typically rely on slow SfM to provide camera poses and sparse points priors. In this work, we propose a pose-free omnidirectional 3DGS method, named PFGS360, that reconstructs 3D Gaussians from unposed omnidirectional videos. To achieve accurate camera pose estimation, we first construct a spherical consistency-aware pose estimation module, which recovers poses by establishing consistent 2D–3D correspondences between the reconstructed Gaussians and the unposed images using Gaussians' internal depth priors. Besides, to enhance the fidelity of novel view synthesis, we introduce a depth-inlier-aware densification module to extract depth inliers and Gaussian outliers with consistent monocular depth priors, enabling efficient Gaussian densification and achieving photorealistic novel view synthesis. The experiments show significant outperformance over existing pose-free and pose-aware 3DGS methods on both real-world and synthetic 360-degree videos.
In recent years, 3D Gaussian splatting (3DGS) has achieved remarkable progress in novel view synthesis. However, accurately reconstructing glossy surfaces under complex illumination remains challenging, particularly in scenes with strong specular reflections and multi-surface interreflections. To address this issue, we propose SSR-GS, a specular reflection modeling framework for glossy surface reconstruction. Specifically, we introduce a prefiltered Mip-Cubemap to model direct specular reflections efficiently, and propose an IndiASG module to capture indirect specular reflections. Furthermore, we design Visual Geometry Priors (VGP) that couple a reflection-aware visual prior via a reflection score (RS) to downweight the photometric loss contribution of reflection-dominated regions, with geometry priors derived from VGGT, including progressively decayed depth supervision and transformed normal constraints. Extensive experiments on both synthetic and real-world datasets demonstrate that SSR-GS achieves state-of-the-art performance in glossy surface reconstruction.
Machining feature recognition plays a crucial role in the effective integration of Computer-Aided Design (CAD), Computer-Aided Process Planning (CAPP), and Computer-Aided Manufacturing (CAM) systems. However, current machining feature datasets lack diversity and authenticity in both machining features and base models. Existing recognition methods are limited in capturing the geometric information of long-range complex intersecting features. In this paper, we first construct a novel Multi-Machining Feature model Dataset (MMFD) that includes various non-machining feature shapes as base models and complex machining features commonly encountered in real industrial manufacturing processes. We also propose CRNet, a contrastive learning-based machining feature recognition network with a Transformer encoder and Face Geometric Position Encoding (FGPE) to capture long-range contextual and spatial geometric relationship information between complex features. Our experimental results demonstrate the effectiveness and accuracy of our CRNet on MMFD compared to the state-of-the-art methods.
The reflective appearance, especially strong and typically near-field specular reflections, poses a fundamental challenge for accurate surface reconstruction and novel view synthesis. Existing Gaussian splatting methods either fail to model near-field specular reflections or rely on explicit ray tracing at substantial computational cost. We present Ref-DGS, a reflective dual Gaussian splatting framework that addresses this trade-off by decoupling surface reconstruction from specular reflection within an efficient rasterization-based pipeline. Ref-DGS introduces a dual Gaussian scene representation consisting of geometry Gaussians and complementary local reflection Gaussians that capture near-field specular interactions without explicit ray tracing, along with a global environment reflection field for modeling far-field specular reflections. To predict specular radiance, we further propose a lightweight, physically-aware specular adaptive mixing shader that fuses global and local specular features. Experiments demonstrate that Ref-DGS achieves state-of-the-art performance on reflective scenes while training substantially faster than ray-based Gaussian methods.
Point cloud primitive instance segmentation is critical for understanding the geometric shapes of man-made objects. Existing learning-based methods mainly focus on learning high-dimensional feature representations of points and further perform clustering or region growing to obtain corresponding primitive instances. However, these features generally cannot accurately represent the discriminability between instances, especially near the boundaries or in regions with small differences in geometric properties. This limitation often leads to over- or under-segmentation of geometric primitives. On the other hand, the boundaries of different primitives are the direct features that distinguish them and thus utilizing boundary information to guide feature learning and clustering is crucial for this task. In this paper, we propose a novel framework BGPSeg for point cloud primitive instance segmentation that utilizes boundary-guided feature extraction and clustering. Specifically, we first introduce a boundary-guided feature extractor with the additional input of a boundary probability map, which utilizes boundary-guided sampling and a boundary transformer to enhance feature discrimination among points crossing geometric boundaries. Furthermore, we propose a boundary-guided primitive clustering module, which combines boundary clues and geometric feature discrimination for clustering to further improve the segmentation performance. Finally, we demonstrate the effectiveness of our BGPSeg with a series of comparison and ablation experiments while achieving the state-of-the-art primitive instance segmentation. Our code is available at https://github.com/fz-20/BGPSeg.
This work presents a novel text-to-vector graphics generation approach, Dream3DVG, allowing for arbitrary viewpoint viewing, progressive detail optimization, and view-dependent occlusion awareness. Our approach is a dual-branch optimization framework, consisting of an auxiliary 3D Gaussian Splatting optimization branch and a 3D vector graphics optimization branch. The introduced 3DGS branch can bridge the domain gaps between text prompts and vector graphics with more consistent guidance. Moreover, 3DGS allows for progressive detail control by scheduling classifier-free guidance, facilitating guiding vector graphics with coarse shapes at the initial stages and finer details at later stages. We also improve the view-dependent occlusions by devising a visibility-awareness rendering module. Extensive results on 3D sketches and 3D iconographies, demonstrate the superiority of the method on different abstraction levels of details, cross-view consistency, and occlusion-aware stroke culling. Code is available at https://github.com/chenxinl/Dream3DVG.git.
Uncrewed aerial vehicle (UAV) tracking technology aims to achieve continuous monitoring and precise localization of a single specific target from aerial perspectives. Despite the breakthroughs brought by Vision Transformers (ViTs), current ViT-based trackers are hampered by two inherent challenges: heightened susceptibility to background interference causing target feature attenuation, and a fundamental limitation in capturing discriminative fine-grained information. To address these issues, this article proposes a compensation-guided fine-grained representation learning (CGFRL) framework to recover attenuated target information. To effectively obtain detailed information about the target, we conduct fine-grained information mining to extract shared discriminative details for achieving target feature alignment. Specifically, this framework innovatively incorporates a multilevel feature compensation learning (MFCL) module, which effectively extracts discriminative local features for compensation from template-search image pairs through a hierarchical interaction mechanism between the global features of the target and informative local patches. To ensure the reliability of the compensated information, we further introduce cross-grained feature refinement (CGFR) and fine-grained relational learning (FGRL) modules. These components establish feature correspondences across granularities (template image-search image patches) and within the same granularity (template image patch-search image patch), while enhancing fine-grained information mining capabilities via cross-granularity associations. During inference, a modular strategy is adopted to remove the CGFR and FGRL components for improved computational efficiency. Extensive experiments on multiple benchmarks demonstrate the superior performance of our method in UAV aerial tracking tasks.
We present a novel method for 3D surface reconstruction from multiple images where only a part of the object of interest is captured. Our approach builds on two recent developments: surface reconstruction using neural radiance fields for the reconstruction of the visible parts of the surface, and guidance of pre-trained 2D diffusion models in the form of Score Distillation Sampling (SDS) to complete the shape in unobserved regions in a plausible manner. We introduce three components. First, we suggest employing normal maps as a pure geometric representation for SDS instead of color renderings which are entangled with the appearance information. Second, we introduce the freezing of the SDS noise during training which results in more coherent gradients and better convergence. Third, we propose Multi-View SDS as a way to condition the generation of the non-observable part of the surface without fine-tuning or making changes to the underlying 2D Stable Diffusion model. We evaluate our approach on the BlendedMVS dataset demonstrating significant qualitative and quantitative improvements over competing methods.
Monocular 3D human mesh recovery remains a fundamental challenge in computer vision, requiring efficient and accurate estimation of 3D human pose and shape from single images. Current approaches predominantly rely on local image features, leading to a lack of explicit structural awareness, resulting in performance degradation under low-quality image inputs or complex poses. To address this limitation, we present JFG-HMR, a human-structure-aware framework that integrates multiscale image features and joint features. First, we present a Joint-Image Cross-Attention module, which dynamically interacts 3D joint features with image features to generate structure-enhanced representations. Second, we propose to fuse global joint-image features with local convolutional features to guide iterative SMPL parameter updates, with a hierarchically decoupled regressor applied to progressively refine local and global structural consistency through multi-stage feedback.
We develop a method that recovers the surface, materials, and illumination of a scene from its posed multi-view images. In contrast to prior work, it does not require any additional data and can handle glossy objects or bright lighting. It is a progressive inverse rendering approach, which consists of three stages. In the first stage, we reconstruct the scene radiance and signed distance function (SDF) with a novel regularization strategy for specular reflections. We propose to explain a pixel color using both surface and volume rendering jointly, which allows for handling complex view-dependent lighting effects for surface reconstruction. In the second stage, we distill light visibility and indirect illumination from the learned SDF and radiance field using learnable mapping functions. Finally, we design a method for estimating the ratio of incoming direct light reflected in a specular manner and use it to reconstruct the materials and direct illumination. Experimental results demonstrate that the proposed method outperforms the current state-of-the-art in recovering surfaces, materials, and lighting without relying on any additional data.
Neural implicit 3D reconstruction can reproduce shapes without the need for 3D supervision, making it a significant advancement in computer vision and graphics. This technique leverages volume rendering methods and neural implicit representations to learn and reconstruct 3D scenes directly from 2D images, enabling the generation of complex geometries and detailed structures with minimal data. The field has gained significant traction in recent years, due to advancements in deep learning, 3D vision, and rendering techniques that allow for more efficient and realistic reconstructions. Current neural surface reconstruction methods tend to randomly sample the entire image, making it difficult to learn high-frequency details on the surface, and thus the reconstruction results tend to be too smooth. We designed a method, termed FreNeuS (Frequency-guided Neural Surface Reconstruction), which leverages high-frequency information to address the problem of insufficient surface detail. Specifically, FreNeuS uses pixel gradient changes to easily acquire high-frequency regions in an image and uses the obtained high-frequency information to guide surface detail reconstruction. High-frequency information is first used to guide the dynamic sampling of rays, applying different sampling strategies according to variations in high-frequency regions. To further enhance the focus on surface details, we have designed a high-frequency weighting method that constrains the representation of high-frequency details during the reconstruction process. Compared to the baseline method, Neus, our approach reduces the reconstruction error by 13% on the DTU dataset. Additionally, on the NeRF-synthetic dataset, our method demonstrates a significant advantage in visualization, producing clearer texture details. In addition, our method is more applicable and can be generalized to any reconstruction method based on NeuS.
Speech-driven 3D facial animation has attracted increasing interest since its potential to generate expressive and temporally synchronized digital humans. While recent works have begun to explore emotion-aware animation, they still depend on explicit one-hot encodings to represent identity and emotion with given emotion and identity labels, which limits their ability to generalize to unseen speakers. Moreover, the emotional cues inherently present in speech are often neglected, limiting the naturalness and adaptability of generated animations. In this work, we propose LSF-Animation, a novel framework that eliminates the reliance on explicit emotion and identity feature representations. Specifically, LSF-Animation implicitly extracts emotion information from speech and captures the identity features from a neutral facial mesh, enabling improved generalization to unseen speakers and emotional states without requiring manual labels. Furthermore, we introduce a Hierarchical Interaction Fusion Block (HIFB), which employs a fusion token to integrate dual transformer features and more effectively integrate emotional, motion-related and identity-related cues. Extensive experiments conducted on the 3DMEAD dataset demonstrate that our method surpasses recent state-of-the-art approaches in terms of emotional expressiveness, identity generalization, and animation realism. The source code will be released at: https://github.com/Dogter521/LSF-Animation.
To improve learning on irregular 3D shapes, such as meshes with varying discretizations and point clouds with different samplings, we propose L2-GNN, a new graph neural network that approximates the spectral filters using twice linear parameterization. First, we parameterize the spectral filters using wavelet filter basis functions. The parameterization allows for an enlarged receptive field of graph convolutions, which can simultaneously capture low-frequency and high-frequency information. Second, we parameterize the wavelet filter basis functions using Chebyshev polynomial basis functions. This parameterization reduces the computational complexity of graph convolutions while maintaining robustness to the change of mesh discretization and point cloud sampling. Our L2-GNN based on the fast spectral filter can be used for shape correspondence, classification, and segmentation tasks on non-regular mesh or point cloud data. Experimental results show that our method outperforms the current state of the art in terms of both quality and efficiency.
Point cloud registration (PCR) is a fundamental task in 3D computer vision and robotics. Most learning-based PCR methods rely on Transformer architectures, which suffer from quadratic computational complexity. This limitation restricts the resolution of point clouds that can be processed, inevitably leading to information loss. In contrast, Mamba, a recently proposed model based on state-space models, achieves linear computational complexity while maintaining strong long-range contextual modeling capabilities. However, directly applying Mamba to PCR tasks yields suboptimal performance due to the unordered and irregular nature of point cloud data. To address these challenges, we propose MT-PCR, the first point cloud registration framework that integrates Mamba and Transformer modules. Specifically, we serialize point cloud features using Z-order space-filling curves to enforce spatial locality, enabling Mamba to better model the geometric structure of the inputs. Additionally, we remove the order-indicator module commonly used in Mamba-based sequence modeling, leading to improved performance in our setting. The serialized features are then processed by an optimized Mamba encoder, followed by a Transformer-based feature refinement stage. Extensive experiments on multiple benchmarks demonstrate that MT-PCR outperforms Transformer-based and other state-of-the-art methods in both accuracy and efficiency, significantly reducing GPU memory usage and FLOPs.
High-fidelity head avatar reconstruction plays a crucial role in AR/VR, gaming, and multimedia content creation. Recent advances in 3D Gaussian Splatting (3DGS) have demonstrated effectiveness in modeling complex geometry with real-time rendering capability and are now widely used in high-fidelity head avatar reconstruction tasks. However, existing 3DGS-based methods still face significant challenges in capturing fine-grained facial expressions and preserving local texture continuity, especially in highly deformable regions. To mitigate these limitations, we propose a novel 3DGS-based framework termed EAvatar for head reconstruction that is both expression-aware and deformation-aware. Our method introduces a sparse expression control mechanism, where a small number of key Gaussians are used to influence the deformation of their neighboring Gaussians, enabling accurate modeling of local deformations and fine-scale texture transitions. Furthermore, we leverage high-quality 3D priors from pretrained generative models to provide a more reliable facial geometry, offering structural guidance that improves convergence stability and shape accuracy during training. Experimental results demonstrate that our method produces more accurate and visually coherent head reconstructions with improved expression controllability and detail fidelity.
A spike camera is a specialized high-speed visual sensor that offers advantages such as high temporal resolution and high dynamic range compared to conventional frame cameras. These features provide the camera with significant advantages in many computer vision tasks. However, the tasks of novel view synthesis based on spike cameras remain underdeveloped. Although there are existing methods for learning neural radiance fields from spike stream, they either lack robustness in extremely noisy, low-quality lighting conditions or suffer from high computational complexity due to the deep fully connected neural networks and ray marching rendering strategies used in neural radiance fields, making it difficult to recover fine texture details. In contrast, the latest advancements in 3DGS have achieved high-quality real-time rendering by optimizing the point cloud representation into Gaussian ellipsoids. Building on this, we introduce SpikeGS, the method to learn 3D Gaussian fields solely from spike stream. We designed a differentiable spike stream rendering framework based on 3DGS, incorporating noise embedding and spiking neurons. By leveraging the multi-view consistency of 3DGS and the tile-based multi-threaded parallel rendering mechanism, we achieved high-quality real-time rendering results. Additionally, we introduced a spike rendering loss function that generalizes under varying illumination conditions. Our method can reconstruct view synthesis results with fine texture details from a continuous spike stream captured by a moving spike camera, while demonstrating high robustness in extremely noisy low-light scenarios. Experimental results on both real and synthetic datasets demonstrate that our method surpasses existing approaches in terms of rendering quality and speed.
Recent advancements in shrink-wrapping-based mesh approximation have shown tremendous advantages for non-manifold defective meshes. However, these methods perform unsatisfactorily when maintaining the regions with sharp features and rich details of the input mesh. We propose an adaptive shrink-wrapping method based on the recent Alpha Wrapping technique, offering improved feature preservation while handling defective inputs. The proposed approach comprises three main steps. First, we compute a new sizing field with the capability to assess the discretization density of non-manifold defective meshes. Then, we generate a mesh feature skeleton by projecting input feature lines onto the offset surface, ensuring the preservation of sharp features. Finally, an adaptive wrapping approach based on normal projection is applied to preserve the regions with sharp features and rich details simultaneously. By conducting experimental tests on various datasets including Thingi10k, ABC, and GrabCAD, we demonstrate that our method exhibits significant improvements in mesh fidelity compared to the Alpha Wrapping method, while maintaining the advantage of manifold property inherited from shrink-wrapping methods.