Neural rendering-based urban scene reconstruction methods commonly rely on images collected from driving vehicles with cameras facing and moving forward. Although these methods can successfully synthesize from views similar to training camera trajectory, directing the novel view outside the training camera distribution does not guarantee on-par performance. In this paper, we tackle the Extrapolated View Synthesis (EVS) problem by evaluating the reconstructions on views such as looking left, right or downwards with respect to training camera distributions. To improve rendering quality for EVS, we initialize our model by constructing dense LiDAR map, and propose to leverage prior scene knowledge such as surface normal estimator and large-scale diffusion model. Qualitative and quantitative comparisons demonstrate the effectiveness of our methods on EVS. To the best of our knowledge, we are the first to address the EVS problem in urban scene reconstruction. Link to our project page: https://vegs3d.github.io/.
Real-time 3D reconstruction of surgical scenes plays a vital role in computer-assisted surgery, holding a promise to enhance surgeons' visibility. Recent advancements in 3D Gaussian Splatting (3DGS) have shown great potential for real-time novel view synthesis of general scenes, which relies on accurate poses and point clouds generated by Structure-from-Motion (SfM) for initialization. However, 3DGS with SfM fails to recover accurate camera poses and geometry in surgical scenes due to the challenges of minimal textures and photometric inconsistencies. To tackle this problem, in this paper, we propose the first SfM-free 3DGS-based method for surgical scene reconstruction by jointly optimizing the camera poses and scene representation. Based on the video continuity, the key of our method is to exploit the immediate optical flow priors to guide the projection flow derived from 3D Gaussians. Unlike most previous methods relying on photometric loss only, we formulate the pose estimation problem as minimizing the flow loss between the projection flow and optical flow. A consistency check is further introduced to filter the flow outliers by detecting the rigid and reliable points that satisfy the epipolar geometry. During 3D Gaussian optimization, we randomly sample frames to optimize the scene representations to grow the 3D Gaussian progressively. Experiments on the SCARED dataset demonstrate our superior performance over existing methods in novel view synthesis and pose estimation with high efficiency. Code is available at https://github.com/wrld/Free-SurGS.
Despite significant strides in the field of 3D scene editing, current methods encounter substantial challenge, particularly in preserving 3D consistency in multi-view editing process. To tackle this challenge, we propose a progressive 3D editing strategy that ensures multi-view consistency via a Trajectory-Anchored Scheme (TAS) with a dual-branch editing mechanism. Specifically, TAS facilitates a tightly coupled iterative process between 2D view editing and 3D updating, preventing error accumulation yielded from text-to-image process. Additionally, we explore the relationship between optimization-based methods and reconstruction-based methods, offering a unified perspective for selecting superior design choice, supporting the rationale behind the designed TAS. We further present a tuning-free View-Consistent Attention Control (VCAC) module that leverages cross-view semantic and geometric reference from the source branch to yield aligned views from the target branch during the editing of 2D views. To validate the effectiveness of our method, we analyze 2D examples to demonstrate the improved consistency with the VCAC module. Further extensive quantitative and qualitative results in text-guided 3D scene editing indicate that our method achieves superior editing quality compared to state-of-the-art methods. We will make the complete codebase publicly available following the conclusion of the double-blind review process.
Realistic scene reconstruction and view synthesis are essential for advancing autonomous driving systems by simulating safety-critical scenarios. 3D Gaussian Splatting excels in real-time rendering and static scene reconstructions but struggles with modeling driving scenarios due to complex backgrounds, dynamic objects, and sparse views. We propose AutoSplat, a framework employing Gaussian splatting to achieve highly realistic reconstructions of autonomous driving scenes. By imposing geometric constraints on Gaussians representing the road and sky regions, our method enables multi-view consistent simulation of challenging scenarios including lane changes. Leveraging 3D templates, we introduce a reflected Gaussian consistency constraint to supervise both the visible and unseen side of foreground objects. Moreover, to model the dynamic appearance of foreground objects, we estimate residual spherical harmonics for each foreground Gaussian. Extensive experiments on Pandaset and KITTI demonstrate that AutoSplat outperforms state-of-the-art methods in scene reconstruction and novel view synthesis across diverse driving scenarios. Visit our $\href{https://autosplat.github.io/}{\text{project page}}$.
Recent advancements in large generative models and real-time neural rendering using point-based techniques pave the way for a future of widespread visual data distribution through sharing synthesized 3D assets. However, while standardized methods for embedding proprietary or copyright information, either overtly or subtly, exist for conventional visual content such as images and videos, this issue remains unexplored for emerging generative 3D formats like Gaussian Splatting. We present GaussianStego, a method for embedding steganographic information in the rendering of generated 3D assets. Our approach employs an optimization framework that enables the accurate extraction of hidden information from images rendered using Gaussian assets derived from large models, while maintaining their original visual quality. We conduct preliminary evaluations of our method across several potential deployment scenarios and discuss issues identified through analysis. GaussianStego represents an initial exploration into the novel challenge of embedding customizable, imperceptible, and recoverable information within the renders produced by current 3D generative models, while ensuring minimal impact on the rendered content's quality.
3D reconstruction of biological tissues from a collection of endoscopic images is a key to unlock various important downstream surgical applications with 3D capabilities. Existing methods employ various advanced neural rendering techniques for photorealistic view synthesis, but they often struggle to recover accurate 3D representations when only sparse observations are available, which is usually the case in real-world clinical scenarios. To tackle this {sparsity} challenge, we propose a framework leveraging the prior knowledge from multiple foundation models during the reconstruction process, dubbed as \textit{EndoSparse}. Experimental results indicate that our proposed strategy significantly improves the geometric and appearance quality under challenging sparse-view conditions, including using only three views. In rigorous benchmarking experiments against state-of-the-art methods, \textit{EndoSparse} achieves superior results in terms of accurate geometry, realistic appearance, and rendering efficiency, confirming the robustness to sparse-view limitations in endoscopic reconstruction. \textit{EndoSparse} signifies a steady step towards the practical deployment of neural 3D reconstruction in real-world clinical scenarios. Project page: https://endo-sparse.github.io/.
3D building reconstruction from imaging data is an important task for many applications ranging from urban planning to reconnaissance. Modern Novel View synthesis (NVS) methods like NeRF and Gaussian Splatting offer powerful techniques for developing 3D models from natural 2D imagery in an unsupervised fashion. These algorithms generally require input training views surrounding the scene of interest, which, in the case of large buildings, is typically not available across all camera elevations. In particular, the most readily available camera viewpoints at scale across most buildings are at near-ground (e.g., with mobile phones) and aerial (drones) elevations. However, due to the significant difference in viewpoint between drone and ground image sets, camera registration - a necessary step for NVS algorithms - fails. In this work we propose a method, DRAGON, that can take drone and ground building imagery as input and produce a 3D NVS model. The key insight of DRAGON is that intermediate elevation imagery may be extrapolated by an NVS algorithm itself in an iterative procedure with perceptual regularization, thereby bridging the visual feature gap between the two elevations and enabling registration. We compiled a semi-synthetic dataset of 9 large building scenes using Google Earth Studio, and quantitatively and qualitatively demonstrate that DRAGON can generate compelling renderings on this dataset compared to baseline strategies.
3D Gaussian Splatting (3DGS) is a promising technique for 3D reconstruction, offering efficient training and rendering speeds, making it suitable for real-time applications.However, current methods require highly controlled environments (no moving people or wind-blown elements, and consistent lighting) to meet the inter-view consistency assumption of 3DGS. This makes reconstruction of real-world captures problematic. We present SpotlessSplats, an approach that leverages pre-trained and general-purpose features coupled with robust optimization to effectively ignore transient distractors. Our method achieves state-of-the-art reconstruction quality both visually and quantitatively, on casual captures.
Most existing human rendering methods require every part of the human to be fully visible throughout the input video. However, this assumption does not hold in real-life settings where obstructions are common, resulting in only partial visibility of the human. Considering this, we present OccFusion, an approach that utilizes efficient 3D Gaussian splatting supervised by pretrained 2D diffusion models for efficient and high-fidelity human rendering. We propose a pipeline consisting of three stages. In the Initialization stage, complete human masks are generated from partial visibility masks. In the Optimization stage, 3D human Gaussians are optimized with additional supervision by Score-Distillation Sampling (SDS) to create a complete geometry of the human. Finally, in the Refinement stage, in-context inpainting is designed to further improve rendering quality on the less observed human body parts. We evaluate OccFusion on ZJU-MoCap and challenging OcMotion sequences and find that it achieves state-of-the-art performance in the rendering of occluded humans.
Human activities are inherently complex, and even simple household tasks involve numerous object interactions. To better understand these activities and behaviors, it is crucial to model their dynamic interactions with the environment. The recent availability of affordable head-mounted cameras and egocentric data offers a more accessible and efficient means to understand dynamic human-object interactions in 3D environments. However, most existing methods for human activity modeling either focus on reconstructing 3D models of hand-object or human-scene interactions or on mapping 3D scenes, neglecting dynamic interactions with objects. The few existing solutions often require inputs from multiple sources, including multi-camera setups, depth-sensing cameras, or kinesthetic sensors. To this end, we introduce EgoGaussian, the first method capable of simultaneously reconstructing 3D scenes and dynamically tracking 3D object motion from RGB egocentric input alone. We leverage the uniquely discrete nature of Gaussian Splatting and segment dynamic interactions from the background. Our approach employs a clip-level online learning pipeline that leverages the dynamic nature of human activities, allowing us to reconstruct the temporal evolution of the scene in chronological order and track rigid object motion. Additionally, our method automatically segments object and background Gaussians, providing 3D representations for both static scenes and dynamic objects. EgoGaussian outperforms previous NeRF and Dynamic Gaussian methods in challenging in-the-wild videos and we also qualitatively demonstrate the high quality of the reconstructed models.