Oral Session
Oral Session 2E 3D Reconstruction
204 A/B
Generative Human Geometry Distribution
Xiangjun Tang ⋅ Biao Zhang ⋅ Peter Wonka
Realistic human geometry generation is an important yet challenging task, requiring both the preservation of fine clothing details and the accurate modeling of clothing-body interactions. To tackle this challenge, we build upon Geometry distributions—a recently proposed representation that can model a single human geometry with high fidelity using a flow matching model. However, extending a single-geometry distribution to a dataset is non-trivial and inefficient for large-scale learning. To address this, we propose a new geometry distribution model by two key techniques: (1) encoding distributions as 2D feature maps rather than network parameters, and (2) using SMPL models as the domain instead of Gaussian and refining the associated flow velocity field. We then design a generative framework adopting a two-staged training paradigm analogous to state-of-the-art image and 3D generative models. In the first stage, we compress geometry distributions into a latent space using a diffusion flow model; the second stage trains another flow model on this latent space. We validate our approach on two key tasks: pose-conditioned random avatar generation and avatar-consistent novel pose synthesis. Experimental results demonstrate that our method outperforms existing state-of-the-art methods, achieving a 57% improvement in geometry quality.
Depth Anything 3: Recovering the Visual Space from Any Views
Haotong Lin ⋅ Sili Chen ⋅ Jun Hao Liew ⋅ Donny Y. Chen ⋅ Zhenyu Li ⋅ Yang Zhao ⋅ Sida Peng ⋅ Hengkai Guo ⋅ Xiaowei Zhou ⋅ Guang Shi ⋅ Jiashi Feng ⋅ Bingyi Kang
We present Depth Anything 3 (DA3), a model that predicts spatially consistent geometry from an arbitrary number of visual inputs, with or without known camera poses. In pursuit of minimal modeling, DA3 yields two key insights: a single plain transformer (e.g., vanilla DINOv2 encoder) is sufficient as a backbone without architectural specialization, and a singular depth-ray prediction target obviates the need for complex multi-task learning. Through our teacher-student training paradigm, the model achieves a level of detail and generalization on par with Depth Anything 2 (DA2). We establish a new visual geometry benchmark covering camera pose estimation, any-view geometry and visual rendering. On this benchmark, DA3 sets a new state-of-the-art across all tasks, surpassing prior SOTA VGGT by an average of 35.7\% in camera pose accuracy and 23.6\% in geometric accuracy. Moreover, it outperforms DA2 in monocular depth estimation. All models are trained exclusively on public academic datasets.
Text-to-3D by Stitching a Multi-view Reconstruction Network to a Video Generator
Hyojun Go ⋅ Dominik Narnhofer ⋅ Goutam Bhat ⋅ Prune Truong ⋅ Federico Tombari ⋅ Konrad Schindler
The rapid progress of large, pretrained models for both visual content generation and 3D reconstruction opens up new possibilities for text-to-3D generation. Intuitively, one could obtain a formidable 3D scene generator if one were able to combine the power of a modern latent text-to-video model as "generator" with the geometric abilities of a recent (feedforward) 3D reconstruction system as "decoder". We introduce VIST3A, a general framework that does just that, addressing two main challenges. First, the two components must be joined in a way that preserves the rich knowledge encoded in their weights. We revisit model stitching, i.e., we identify the layer in the 3D decoder that best matches the latent representation produced by the text-to-video generator and stitch the two parts together. That operation requires only a small dataset and no labels. Second, the text-to-video generator must be aligned with the stitched 3D decoder, to ensure that the generated latents are decodable into consistent, perceptually convincing 3D scene geometry. To that end, we adapt direct reward finetuning, a popular technique for human preference alignment. We evaluate the proposed VIST3A approach with different video generators and 3D reconstruction models. All tested pairings markedly improve over prior text-to-3D models that output Gaussian splats. Moreover, by choosing a suitable 3D base model, VIST3A also enables high-quality text-to-pointmap generation.
Monocular Normal Estimation via Shading Sequence Estimation
Zongrui Li ⋅ Xinhua Ma ⋅ Minghui HU ⋅ Yunqing Zhao ⋅ Yingchen Yu ⋅ Qian Zheng ⋅ Chang Liu ⋅ Jiang Xudong ⋅ Song Bai
Monocular normal estimation aims to estimate the normal map from a single RGB image of an object under arbitrary lights. Existing methods rely on deep models to directly predict normal maps. However, they often suffer from 3D misalignment: while the estimated normal maps may appear to have a correct appearance, the reconstructed surfaces often fail to align with the 3D geometry. We argue that this misalignment stems from the current paradigm: the model struggles to distinguish and estimate varying geometry represented in normal maps, as the differences in underlying geometry are reflected only through relatively subtle color variations. To address this issue, we propose a new paradigm that reformulates normal estimation as shading sequence estimation, where shading sequences are more sensitive to various geometry information. By learning to infer the shading sequence of an object, the model can better capture underlying 3D geometry and thereby produce more accurate normal predictions. Building on this paradigm, we present RoSE, a method that leverages image-to-video generative models to predict shading sequences, which are then converted into normal maps by solving a simple ordinary least-squares problem. To enhance robustness and better handle complex objects, RoSE is trained on a synthetic dataset, MultiShade, with diverse shapes, materials, and light conditions. Experiments demonstrate that RoSE achieves state-of-the-art performance on both synthetic and real-world benchmark datasets for object-based monocular normal estimation.
Radiometrically Consistent Gaussian Surfels for Inverse Rendering
Kyu Beom Han ⋅ Jaeyoon Kim ⋅ Woo Jae Kim ⋅ Jinhwan Seo ⋅ Sung-eui Yoon
Inverse rendering with Gaussian Splatting has advanced rapidly, but accurately disentangling material properties from complex global illumination effects, particularly indirect illumination, remains a major challenge. Existing methods often query indirect radiance from Gaussian primitives pre-trained for novel-view synthesis. However, these pre-trained Gaussian primitives are supervised only towards limited training viewpoints, thus lack supervision for modeling indirect radiances from unobserved views. To address this issue, we introduce radiometric consistency, a novel physically-based constraint that provides supervision towards unobserved views by minimizing the residual between each Gaussian primitive’s learned radiance and its physically-based rendered counterpart. Minimizing the residual for unobserved views establishes a self-correcting feedback loop that provides supervision from both physically-based rendering and novel-view synthesis, enabling accurate modeling of inter-reflection. We then propose Radiometrically Consistent Gaussian Surfels (RadioGS), an inverse rendering framework built upon our principle by efficiently integrating radiometric consistency by utilizing Gaussian surfels and 2D Gaussian ray tracing. We further propose a finetuning-based relighting strategy that adapts Gaussian surfel radiances to new illuminations within minutes, achieving low rendering cost ($<$10ms). Extensive experiments on existing inverse rendering benchmarks show that RadioGS outperforms existing Gaussian-based methods in inverse rendering, while retaining the computational efficiency.
True Self-Supervised Novel View Synthesis is Transferable
Thomas MItchel ⋅ Hyunwoo Ryu ⋅ Vincent Sitzmann
In this paper, we identify that the key criterion for determining whether a model is truly capable of novel view synthesis (NVS) is transferability: Whether any pose representation extracted from one video sequence can be used to re-render the same camera trajectory in another. We analyze prior work on self-supervised NVS and find that their predicted poses do not transfer: The same set of poses lead to different camera trajectories in different 3D scenes. Here, we present XFactor, the first geometry-free self-supervised model capable of true NVS. XFactor combines pair-wise pose estimation with a simple augmentation scheme of the inputs and outputs that jointly enables disentangling camera pose from scene content and facilitates geometric reasoning. Remarkably, we show that XFactor achieves transferability with unconstrained latent pose variables, without any 3D inductive biases or concepts from multi-view geometry — such as an explicit parameterization of poses as elements of SE(3). We introduce a new metric to quantify transferability, and through large-scale experiments, we demonstrate that XFactor significantly outperforms prior pose-free NVS transformers, and show that latent poses are highly correlated with real-world poses through probing experiments.