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Oct 9

Dual networks based 3D Multi-Person Pose Estimation from Monocular Video

Monocular 3D human pose estimation has made progress in recent years. Most of the methods focus on single persons, which estimate the poses in the person-centric coordinates, i.e., the coordinates based on the center of the target person. Hence, these methods are inapplicable for multi-person 3D pose estimation, where the absolute coordinates (e.g., the camera coordinates) are required. Moreover, multi-person pose estimation is more challenging than single pose estimation, due to inter-person occlusion and close human interactions. Existing top-down multi-person methods rely on human detection (i.e., top-down approach), and thus suffer from the detection errors and cannot produce reliable pose estimation in multi-person scenes. Meanwhile, existing bottom-up methods that do not use human detection are not affected by detection errors, but since they process all persons in a scene at once, they are prone to errors, particularly for persons in small scales. To address all these challenges, we propose the integration of top-down and bottom-up approaches to exploit their strengths. Our top-down network estimates human joints from all persons instead of one in an image patch, making it robust to possible erroneous bounding boxes. Our bottom-up network incorporates human-detection based normalized heatmaps, allowing the network to be more robust in handling scale variations. Finally, the estimated 3D poses from the top-down and bottom-up networks are fed into our integration network for final 3D poses. To address the common gaps between training and testing data, we do optimization during the test time, by refining the estimated 3D human poses using high-order temporal constraint, re-projection loss, and bone length regularizations. Our evaluations demonstrate the effectiveness of the proposed method. Code and models are available: https://github.com/3dpose/3D-Multi-Person-Pose.

  • 3 authors
·
May 2, 2022

GLACE: Global Local Accelerated Coordinate Encoding

Scene coordinate regression (SCR) methods are a family of visual localization methods that directly regress 2D-3D matches for camera pose estimation. They are effective in small-scale scenes but face significant challenges in large-scale scenes that are further amplified in the absence of ground truth 3D point clouds for supervision. Here, the model can only rely on reprojection constraints and needs to implicitly triangulate the points. The challenges stem from a fundamental dilemma: The network has to be invariant to observations of the same landmark at different viewpoints and lighting conditions, etc., but at the same time discriminate unrelated but similar observations. The latter becomes more relevant and severe in larger scenes. In this work, we tackle this problem by introducing the concept of co-visibility to the network. We propose GLACE, which integrates pre-trained global and local encodings and enables SCR to scale to large scenes with only a single small-sized network. Specifically, we propose a novel feature diffusion technique that implicitly groups the reprojection constraints with co-visibility and avoids overfitting to trivial solutions. Additionally, our position decoder parameterizes the output positions for large-scale scenes more effectively. Without using 3D models or depth maps for supervision, our method achieves state-of-the-art results on large-scale scenes with a low-map-size model. On Cambridge landmarks, with a single model, we achieve 17% lower median position error than Poker, the ensemble variant of the state-of-the-art SCR method ACE. Code is available at: https://github.com/cvg/glace.

  • 5 authors
·
Jun 6, 2024

PRIMA: Boosting Animal Mesh Recovery with Biological Priors and Test-Time Adaptation

We present PRIMA (*PRI*ors for *M*esh *A*daptation), a framework for robust 3D quadruped mesh recovery under severe species and pose imbalance. Existing animal reconstruction methods often regress toward mean shapes and poses due to limited 3D supervision and long-tailed species distributions, resulting in poor generalization to underrepresented animals and rare articulations. PRIMA addresses this challenge through three key contributions. First, we incorporate BioCLIP embeddings as biological priors to inject semantic and morphological knowledge into the reconstruction process, enabling more accurate and generalizable shape prediction across diverse quadrupeds. Second, we introduce a test-time adaptation (TTA) strategy that refines SMAL predictions using 2D reprojection constraints together with auxiliary keypoint guidance, improving pose and shape estimation while enabling the generation of high-quality pseudo-3D annotations from existing 2D datasets. Third, leveraging this TTA framework, we construct Quadruped3D, a large-scale pseudo-3D dataset that covers diverse species and pose variations to systematically improve model performance. Extensive experiments on Animal3D, CtrlAni3D, Quadruped2D, and Animal Kingdom demonstrate that PRIMA achieves state-of-the-art results, with particularly strong improvements on underrepresented species and challenging poses. Our results highlight the importance of biological priors and adaptation-driven data expansion for scalable and generalizable animal mesh recovery. Code is available at https://github.com/AdaptiveMotorControlLab/PRIMA.

  • 3 authors
·
May 31

GeoFlow-SLAM++: A Robust Multi-Camera Visual-Inertial SLAM System with Relocalization

Monocular and RGB-D visual-inertial SLAM systems remain susceptible to limited field of view, sensor-specific failure modes, and unreliable cross-session relocalization. To address these issues, we present GeoFlow-SLAM++, a tightly coupled multi-camera visual-inertial SLAM system that extends GeoFlow-SLAM from a single RGB-D sensor to a calibrated multi-camera rig with a unified body-centric formulation. Within this multi-camera framework, GeoFlow-SLAM++ supports two interchangeable visual front-ends: a conventional ORB front-end and a neural network feature (NN-Feature) front-end built on SuperPoint and LightGlue. The system unifies tracking, mapping, and relocalization on a shared body state, and combines multi-camera reprojection constraints, IMU pre-integration, cross-view place recognition, and dual-stream optical flow/NN-Feature tracking for robust localization. As an optional extension, the system can further incorporate cross-view-consistent pseudo-depth predictions from RGB images as auxiliary geometric constraints. We evaluate GeoFlow-SLAM++ on EuRoC, OpenLORIS, TUM, Hilti, and a self-collected handheld multi-camera dataset. Results show that the NN-Feature front-end improves robustness in appearance-challenging scenarios, the multi-camera formulation achieves competitive localization accuracy on Hilti, and the unified cross-view relocalization design reaches LiDAR-comparable performance on the handheld dataset.

  • 5 authors
·
Jun 23

Learning with Boolean threshold functions

We develop a method for training neural networks on Boolean data in which the values at all nodes are strictly pm 1, and the resulting models are typically equivalent to networks whose nonzero weights are also pm 1. The method replaces loss minimization with a nonconvex constraint formulation. Each node implements a Boolean threshold function (BTF), and training is expressed through a divide-and-concur decomposition into two complementary constraints: one enforces local BTF consistency between inputs, weights, and output; the other imposes architectural concurrence, equating neuron outputs with downstream inputs and enforcing weight equality across training-data instantiations of the network. The reflect-reflect-relax (RRR) projection algorithm is used to reconcile these constraints. Each BTF constraint includes a lower bound on the margin. When this bound is sufficiently large, the learned representations are provably sparse and equivalent to networks composed of simple logical gates with pm 1 weights. Across a range of tasks -- including multiplier-circuit discovery, binary autoencoding, logic-network inference, and cellular automata learning -- the method achieves exact solutions or strong generalization in regimes where standard gradient-based methods struggle. These results demonstrate that projection-based constraint satisfaction provides a viable and conceptually distinct foundation for learning in discrete neural systems, with implications for interpretability and efficient inference.

  • 2 authors
·
Feb 19

ReKep: Spatio-Temporal Reasoning of Relational Keypoint Constraints for Robotic Manipulation

Representing robotic manipulation tasks as constraints that associate the robot and the environment is a promising way to encode desired robot behaviors. However, it remains unclear how to formulate the constraints such that they are 1) versatile to diverse tasks, 2) free of manual labeling, and 3) optimizable by off-the-shelf solvers to produce robot actions in real-time. In this work, we introduce Relational Keypoint Constraints (ReKep), a visually-grounded representation for constraints in robotic manipulation. Specifically, ReKep is expressed as Python functions mapping a set of 3D keypoints in the environment to a numerical cost. We demonstrate that by representing a manipulation task as a sequence of Relational Keypoint Constraints, we can employ a hierarchical optimization procedure to solve for robot actions (represented by a sequence of end-effector poses in SE(3)) with a perception-action loop at a real-time frequency. Furthermore, in order to circumvent the need for manual specification of ReKep for each new task, we devise an automated procedure that leverages large vision models and vision-language models to produce ReKep from free-form language instructions and RGB-D observations. We present system implementations on a wheeled single-arm platform and a stationary dual-arm platform that can perform a large variety of manipulation tasks, featuring multi-stage, in-the-wild, bimanual, and reactive behaviors, all without task-specific data or environment models. Website at https://rekep-robot.github.io/.

  • 5 authors
·
Sep 3, 2024

Spatio-Temporal Garment Reconstruction Using Diffusion Mapping via Pattern Coordinates

Reconstructing 3D clothed humans from monocular images and videos is a fundamental problem with applications in virtual try-on, avatar creation, and mixed reality. Despite significant progress in human body recovery, accurately reconstructing garment geometry, particularly for loose-fitting clothing, remains an open challenge. We propose a unified framework for high-fidelity 3D garment reconstruction from both single images and video sequences. Our approach combines Implicit Sewing Patterns (ISP) with a generative diffusion model to learn expressive garment shape priors in 2D UV space. Leveraging these priors, we introduce a mapping model that establishes correspondences between image pixels, UV pattern coordinates, and 3D geometry, enabling accurate and detailed garment reconstruction from single images. We further extend this formulation to dynamic reconstruction by introducing a spatio-temporal diffusion scheme with test-time guidance to enforce long-range temporal consistency. We also develop analytic projection-based constraints that preserve image-aligned geometry in visible regions while enforcing coherent completion in occluded areas over time. Although trained exclusively on synthetically simulated cloth data, our method generalizes well to real-world imagery and consistently outperforms existing approaches on both tight- and loose-fitting garments. The reconstructed garments preserve fine geometric detail while exhibiting realistic dynamic motion, supporting downstream applications such as texture editing, garment retargeting, and animation.

  • 6 authors
·
Feb 27

Sphere Retraction Normalizations

Residual connections are the de facto mechanism for training deep neural networks stably. Geodesic Normalization (GeoNorm) recasts them on a Riemannian manifold, orthogonalizing each layer output against the current hidden state and applying the resulting update through the Riemannian exponential map. Every hidden state thus keeps a constant ell_{2}-norm, confining the residual stream to a hypersphere. The exponential map, however, is only one member of a broad family of retraction maps. We show that on the hypersphere this entire family collapses to a single scalar design choice. What distinguishes one retraction from another is only how the magnitude of an update is converted into a rotation angle within the plane spanned by the hidden state and the update. This view places Euclidean residual connections and GeoNorm in one framework. Instantiating it with the metric projection retraction and the Cayley retraction yields Proj-SpheretNorm and Cay-SpheretNorm, which are exactly norm-preserving yet require only algebraic operations. Both prove to be members of a one-parameter family of angular retractions, p-SpheretNorm, whose rotation angle saturates rather than growing without bound. The two methods above are recovered exactly at p = 1 and p = 2, while the identity map and GeoNorm arise only as limits at either end. On nanoGPT, all three methods outperform existing lightweight deep connection schemes, and the best validation loss is attained at finite p, indicating that the exponential map is not the preferred retraction for spherical residual streams but merely one end of a spectrum.

  • 4 authors
·
Aug 1

CoherentGS: Sparse Novel View Synthesis with Coherent 3D Gaussians

The field of 3D reconstruction from images has rapidly evolved in the past few years, first with the introduction of Neural Radiance Field (NeRF) and more recently with 3D Gaussian Splatting (3DGS). The latter provides a significant edge over NeRF in terms of the training and inference speed, as well as the reconstruction quality. Although 3DGS works well for dense input images, the unstructured point-cloud like representation quickly overfits to the more challenging setup of extremely sparse input images (e.g., 3 images), creating a representation that appears as a jumble of needles from novel views. To address this issue, we propose regularized optimization and depth-based initialization. Our key idea is to introduce a structured Gaussian representation that can be controlled in 2D image space. We then constraint the Gaussians, in particular their position, and prevent them from moving independently during optimization. Specifically, we introduce single and multiview constraints through an implicit convolutional decoder and a total variation loss, respectively. With the coherency introduced to the Gaussians, we further constrain the optimization through a flow-based loss function. To support our regularized optimization, we propose an approach to initialize the Gaussians using monocular depth estimates at each input view. We demonstrate significant improvements compared to the state-of-the-art sparse-view NeRF-based approaches on a variety of scenes.

  • 7 authors
·
Mar 28, 2024

3D-RE-GEN: 3D Reconstruction of Indoor Scenes with a Generative Framework

Recent advances in 3D scene generation produce visually appealing output, but current representations hinder artists' workflows that require modifiable 3D textured mesh scenes for visual effects and game development. Despite significant advances, current textured mesh scene reconstruction methods are far from artist ready, suffering from incorrect object decomposition, inaccurate spatial relationships, and missing backgrounds. We present 3D-RE-GEN, a compositional framework that reconstructs a single image into textured 3D objects and a background. We show that combining state of the art models from specific domains achieves state of the art scene reconstruction performance, addressing artists' requirements. Our reconstruction pipeline integrates models for asset detection, reconstruction, and placement, pushing certain models beyond their originally intended domains. Obtaining occluded objects is treated as an image editing task with generative models to infer and reconstruct with scene level reasoning under consistent lighting and geometry. Unlike current methods, 3D-RE-GEN generates a comprehensive background that spatially constrains objects during optimization and provides a foundation for realistic lighting and simulation tasks in visual effects and games. To obtain physically realistic layouts, we employ a novel 4-DoF differentiable optimization that aligns reconstructed objects with the estimated ground plane. 3D-RE-GEN~achieves state of the art performance in single image 3D scene reconstruction, producing coherent, modifiable scenes through compositional generation guided by precise camera recovery and spatial optimization.

  • 3 authors
·
Dec 19, 2025 2

Learning 3D Editing without Paired Supervision via Generative Prior Distillation

Instruction-guided 3D editing is essential for interactive content creation, yet it faces a significant bottleneck: the severe scarcity of high-quality paired training data. Existing approaches attempt to bypass this by either relying on slow test-time optimization or training on pseudo-pairs constructed via complex pipelines, which often introduce structural drift and geometric artifacts. In this paper, we propose a novel framework that learns feed-forward 3D editing without paired 3D supervision via Generative Prior Distillation. Instead of relying on ground-truth 3D pairs, our core idea is to distill visual, semantic, and geometric knowledge from powerful foundation models directly into a 3D editing model. Specifically, through a differentiable rendering pipeline, we supervise the 3D representation using two complementary signals: a 2D visual prior from an image editing model at the main editing view, and a semantic prior from a Vision-Language Model at novel views to ensure strict instruction following and source identity preservation. Crucially, to address the geometric collapse and multi-view inconsistencies inherent in 2D projection supervision, we introduce a 3D-aware Distribution Matching regularization. Acting as a geometric prior, this term operates in the 3D latent space, constraining the edited output to remain within the manifold of realistic 3D assets defined by a pretrained image to 3D teacher model. Extensive experiments demonstrate that our method achieves superior instruction fidelity and cross-view consistency, significantly outperforming state-of-the-art baselines. Our project is available at: https://github.com/thiamine128/PriorEdit3D.

  • 7 authors
·
Sep 3 2

GeoWeaver: Accurate Long-Sequence 3D Reconstruction via Hierarchical Geometric Assembly

Long-sequence 3D reconstruction from RGB videos requires both accurate local geometry and globally consistent camera motion. Feed-forward models provide strong depth and pose predictions, but their memory cost prevents joint inference over long sequences. Chunk-wise processing improves scalability, yet independently predicted chunks often exhibit scale drift, pose errors, and point-cloud misalignment. We present GeoWeaver, a unified framework comprising a Geometric Prior Model (GPM) and Test-Time Adaptation (TTA). The GPM predicts chunk-wise depth, confidence, and camera parameters as adjustable geometric priors. TTA then performs sequential initialization, global chunk-level Sim(3) alignment, and coarse-to-fine refinement of camera poses, affine depth corrections, and intrinsics. Dense correspondences provide adjacent, cross-chunk, and long-range constraints, while a robust CDF-style objective jointly optimizes weighted 2D reprojection and 3D consistency residuals. This design preserves local geometric accuracy while correcting accumulated pose, scale, depth, and calibration errors. Experiments across diverse long-sequence benchmarks demonstrate improved camera accuracy, global consistency, and point-cloud quality. Ablations verify the contribution of each adaptation stage, and applying the same TTA procedure to different geometric prior models consistently improves their trajectory estimates, demonstrating that GeoWeaver is not tied to a specific GPM.

  • 7 authors
·
Aug 17

Learning Latent Proxies for Controllable Single-Image Relighting

Single-image relighting is highly under-constrained: small illumination changes can produce large, nonlinear variations in shading, shadows, and specularities, while geometry and materials remain unobserved. Existing diffusion-based approaches either rely on intrinsic or G-buffer pipelines that require dense and fragile supervision, or operate purely in latent space without physical grounding, making fine-grained control of direction, intensity, and color unreliable. We observe that a full intrinsic decomposition is unnecessary and redundant for accurate relighting. Instead, sparse but physically meaningful cues, indicating where illumination should change and how materials should respond, are sufficient to guide a diffusion model. Based on this insight, we introduce LightCtrl that integrates physical priors at two levels: a few-shot latent proxy encoder that extracts compact material-geometry cues from limited PBR supervision, and a lighting-aware mask that identifies sensitive illumination regions and steers the denoiser toward shading relevant pixels. To compensate for scarce PBR data, we refine the proxy branch using a DPO-based objective that enforces physical consistency in the predicted cues. We also present ScaLight, a large-scale object-level dataset with systematically varied illumination and complete camera-light metadata, enabling physically consistent and controllable training. Across object and scene level benchmarks, our method achieves photometrically faithful relighting with accurate continuous control, surpassing prior diffusion and intrinsic-based baselines, including gains of up to +2.4 dB PSNR and 35% lower RMSE under controlled lighting shifts.

  • 8 authors
·
Mar 16 2

Unfold The World: Factorize 4D Properties in Reinforcing Spatial Reasoning

Despite the remarkable prowess of Vision-Language Models (VLMs) in general multimodal tasks, they remain fundamentally ``flat'' when reasoning about the physical world. We argue that this spatial bottleneck stems from a profound dimensional mismatch: while VLMs are trained to interpret 2D projections, true spatial reasoning demands the recovery of latent 3D geometry and temporal continuity. To conquer this high-dimensional complexity, we advocate a shift from monolithic learning to a ``divide and conquer'' paradigm. We present FactoSR, a factorized reinforcement learning framework that explicitly interpret the dimensions collapsed by visual projection. At its core, FactoSR decomposes the monolithic problem of world-consistent reasoning into three orthogonal, geometric sub-objectives: planar correspondence (XY), depth consistency (Z), and temporal reversibility (T). By optimizing these verifiable constraints within a unified policy learning mechanism, we effectively transform an ill-posed projection recovery problem into a series of tangible reasoning steps. Extensive evaluations on multi-view and video benchmarks demonstrate that this elegant decomposition yields substantial gains in 3D and 4D reasoning, achieving a 5.9% boost on VSI-Bench and 4.5% on All-Angles-Bench. Our findings suggest that reinforcing explicit, factorized 4D consistency is a critical step toward evolving VLMs into robust, world-aware reasoners.

SpheRoPE: Zero-Shot Optimization-Free 360 Panorama Generation with Spherical RoPE

We present a zero-shot, training-free and optimization-free framework for generating 360 panoramic images and videos by directly injecting spherical priors into pre-trained diffusion transformers. Existing methods either rely on costly fine-tuning on scarce panoramic data that limits generalization, or leverage multi-step optimization that incurs prohibitive inference latency. We observe that contemporary generative models natively exhibit some panoramic priors from large-scale training. However, these emergent capabilities are insufficient, as the models fundamentally fail to satisfy the rigorous topological constraints imposed by equirectangular projection (ERP). We introduce a zero-shot and optimization-free approach that resolves these constraints at inference time. Spherical RoPE replaces standard rotary position embeddings: low-frequency channels are re-parameterized as 3D Cartesian coordinates to natively encode the spherical manifold, while high-frequency channels are harmonically quantized to enforce exact periodicity. Coupled with complementary Semantic Distortion classifier-free guidance (CFG) that explicitly steers geometry, we avoid retraining and inherit the full creative breadth of state-of-the-art models. Our approach generalizes across diverse backbones and 360 generation modalities. We demonstrate this across text-to-panorama using Flux.1, Flux.2, and LTX-Video backbones, achieving competitive performance against baselines, all while remaining training-free. Project page: https://orhir.github.io/SpheRoPE

  • 6 authors
·
Jun 29 2

ReconX: Reconstruct Any Scene from Sparse Views with Video Diffusion Model

Advancements in 3D scene reconstruction have transformed 2D images from the real world into 3D models, producing realistic 3D results from hundreds of input photos. Despite great success in dense-view reconstruction scenarios, rendering a detailed scene from insufficient captured views is still an ill-posed optimization problem, often resulting in artifacts and distortions in unseen areas. In this paper, we propose ReconX, a novel 3D scene reconstruction paradigm that reframes the ambiguous reconstruction challenge as a temporal generation task. The key insight is to unleash the strong generative prior of large pre-trained video diffusion models for sparse-view reconstruction. However, 3D view consistency struggles to be accurately preserved in directly generated video frames from pre-trained models. To address this, given limited input views, the proposed ReconX first constructs a global point cloud and encodes it into a contextual space as the 3D structure condition. Guided by the condition, the video diffusion model then synthesizes video frames that are both detail-preserved and exhibit a high degree of 3D consistency, ensuring the coherence of the scene from various perspectives. Finally, we recover the 3D scene from the generated video through a confidence-aware 3D Gaussian Splatting optimization scheme. Extensive experiments on various real-world datasets show the superiority of our ReconX over state-of-the-art methods in terms of quality and generalizability.

  • 8 authors
·
Aug 29, 2024 2

CAST: Component-Aligned 3D Scene Reconstruction from an RGB Image

Recovering high-quality 3D scenes from a single RGB image is a challenging task in computer graphics. Current methods often struggle with domain-specific limitations or low-quality object generation. To address these, we propose CAST (Component-Aligned 3D Scene Reconstruction from a Single RGB Image), a novel method for 3D scene reconstruction and recovery. CAST starts by extracting object-level 2D segmentation and relative depth information from the input image, followed by using a GPT-based model to analyze inter-object spatial relationships. This enables the understanding of how objects relate to each other within the scene, ensuring more coherent reconstruction. CAST then employs an occlusion-aware large-scale 3D generation model to independently generate each object's full geometry, using MAE and point cloud conditioning to mitigate the effects of occlusions and partial object information, ensuring accurate alignment with the source image's geometry and texture. To align each object with the scene, the alignment generation model computes the necessary transformations, allowing the generated meshes to be accurately placed and integrated into the scene's point cloud. Finally, CAST incorporates a physics-aware correction step that leverages a fine-grained relation graph to generate a constraint graph. This graph guides the optimization of object poses, ensuring physical consistency and spatial coherence. By utilizing Signed Distance Fields (SDF), the model effectively addresses issues such as occlusions, object penetration, and floating objects, ensuring that the generated scene accurately reflects real-world physical interactions. CAST can be leveraged in robotics, enabling efficient real-to-simulation workflows and providing realistic, scalable simulation environments for robotic systems.

  • 9 authors
·
Feb 18, 2025 3

SeisFusion: Constrained Diffusion Model with Input Guidance for 3D Seismic Data Interpolation and Reconstruction

Geographical, physical, or economic constraints often result in missing traces within seismic data, making the reconstruction of complete seismic data a crucial step in seismic data processing. Traditional methods for seismic data reconstruction require the selection of multiple empirical parameters and struggle to handle large-scale continuous missing data. With the development of deep learning, various neural networks have demonstrated powerful reconstruction capabilities. However, these convolutional neural networks represent a point-to-point reconstruction approach that may not cover the entire distribution of the dataset. Consequently, when dealing with seismic data featuring complex missing patterns, such networks may experience varying degrees of performance degradation. In response to this challenge, we propose a novel diffusion model reconstruction framework tailored for 3D seismic data. To constrain the results generated by the diffusion model, we introduce conditional supervision constraints into the diffusion model, constraining the generated data of the diffusion model based on the input data to be reconstructed. We introduce a 3D neural network architecture into the diffusion model, successfully extending the 2D diffusion model to 3D space. Additionally, we refine the model's generation process by incorporating missing data into the generation process, resulting in reconstructions with higher consistency. Through ablation studies determining optimal parameter values, our method exhibits superior reconstruction accuracy when applied to both field datasets and synthetic datasets, effectively addressing a wide range of complex missing patterns. Our implementation is available at https://github.com/WAL-l/SeisFusion.

  • 6 authors
·
Mar 18, 2024

Deep Analog: Open-Set Film Emulation with Reference-Conditioned 3D LUTs

Film emulation reproduces the look of an analog film stock on a new digital photograph. We target its open-set form -- matching any reference film frame from a single example -- with a 3D lookup table (LUT) predicted from that reference. Real-time image enhancement predicts per-image weights over a fixed bank of 3D LUTs and blends them. We show this is a gated mixture of experts and inherits its failure: trained end-to-end against reconstruction, the gate collapses onto a single expert, so a bank of K LUTs delivers the capacity of one. An entropy term, the enhancement-setting analogue of mixture-of-experts load balancing, restores utilization and recovers about 1 dB PSNR. The deeper constraint survives: a fixed LUT basis is closed-set, freezing the achievable looks at training time. We therefore discard the basis and predict a single 3D LUT as a residual from a reference image (StyleLUTNet), trained by self-supervision on procedurally generated color transforms. The conditional design removes the gate and generalizes open-set to unseen film stocks without paired data or retraining. Around this color backbone we build Deep Analog, a film-emulation pipeline that adds histogram-based tone matching and a physics-informed optical renderer -- multi-scale grain and per-channel halation driven by parameters an inverse network regresses from the reference. On 350 self-supervised pairs the color stage reaches 22.05 dB PSNR / 0.925 SSIM and the full pipeline 21.72 dB / 0.923; the color path runs in 5.2 ms at 1080p (192 FPS) and exports a portable .cube LUT for standard editing tools. A second degeneracy in conditional LUT training -- residual-scale collapse -- shares the root cause and yields a general principle: auxiliary regularization must stay subordinate to reconstruction.

  • 1 authors
·
Aug 9

Beyond the Birkhoff Polytope: Spectral-Sphere-Constrained Hyper-Connections

Hyper-Connections (HC) generalize residual connections into multiple streams, employing residual matrices for cross-stream feature mixing to enrich model expressivity. However, unconstrained mixing disrupts the identity mapping property intrinsic to the residual connection, causing unstable training. To address this, Manifold-Constrained Hyper-Connections (mHC) and its variant restrict these matrices to the Birkhoff polytope (doubly stochastic matrices) via Sinkhorn iterations or permutation-based parameterizations. We reveal three limitations of this polytope constraint: (1) identity degeneration, where learned matrices collapse around the identity and diminish cross-stream interactions, (2) an expressivity bottleneck, as the non-negativity constraint prevents subtractive feature disentanglement, and (3) parameterization inefficiencies, manifesting as unstable Sinkhorn iterations or the factorial-scaling overhead of permutation-based parameterizations. To overcome these flaws, we propose Spectral-Sphere-Constrained Hyper-Connections (sHC). By geometrically shifting the feasible set from a rigid polytope to a spectral norm sphere, sHC allows negative entries, unlocking subtractive interactions for selective feature diversification. This shift eliminates unstable Sinkhorn projections and factorial parameterization, enabling expressive, non-degenerate residual matrices while preserving training stability.

  • 3 authors
·
Mar 21

RECAST: Expanding the Boundaries of LLMs' Complex Instruction Following with Multi-Constraint Data

Large language models (LLMs) are increasingly expected to tackle complex tasks, driven by their expanding applications and users' growing proficiency in crafting sophisticated prompts. However, as the number of explicitly stated requirements increases (particularly more than 10 constraints), LLMs often struggle to accurately follow such complex instructions, which limits their applicability in complex real-world scenarios. To the best of our knowledge, existing datasets do not exceed 10 constraints per instance. To address this challenge, we propose RECAST, an efficient and scalable framework for synthesizing datasets where each example incorporates far more constraints than those in existing benchmarks, aiming to challenge and extend the boundaries of models' ability to follow complex instructions. These constraints are extracted from real-world prompt-response pairs to ensure practical relevance. Using this framework, we construct RECAST-30K, a large-scale, high-quality dataset comprising 30k instances spanning 19 constraint types. Experimental results demonstrate that models finetuned on RECAST-30K substantially improve in following complex instructions while maintaining their general capabilities without degradation. Moreover, RECAST enables automatic verification of constraint satisfaction via rule-based validators for quantitative constraints and LLM-based validators for qualitative ones; the verifiability provided by RECAST enables the design of reward functions for reinforcement learning, which further boosts model performance on complex and challenging tasks.

  • 16 authors
·
May 25, 2025

RADmesh: Remesh-Aware Mesh Deformation

We propose a remeshing-enhanced method for generatively deforming shapes with visual losses. It is intuitive that sufficiently drastic deformations of a mesh without changing its triangulation can easily compromise element quality, even if such large geometry changes may be semantically desired. Shape deformation methods could thus benefit from changing the triangulation; however, this is not done by most generative, text-based, visually-supervised mesh deformation methods. Remeshing is a discrete operation, proven to be especially challenging to couple with the notoriously noisy supervision signal provided by visual losses. We propose a vertex-based deformation optimization quantity capable of large deformations and robustness to such noise; we periodically remesh using an isotropic remesher that interpolates and carries forward the deformation optimization state. This enables continuous, geometry-informed progress in coarse-to-fine addition of resolution. The resulting shapes' triangulations fit their optimized geometry and have neat isotropic elements. Further, our method is localizable, able to grow new features on a base shape with expressive detail, leaving the rest unchanged. We showcase the effectiveness of our method on a variety of shapes and prompts, both local and global deformations, and demonstrate its superior visual quality and triangle efficiency. Our project page is at https://threedle.github.io/radmesh.

  • 4 authors
·
Aug 16

R-ConstraintBench: Evaluating LLMs on NP-Complete Scheduling

Effective scheduling under tight resource, timing, and operational constraints underpins large-scale planning across sectors such as capital projects, manufacturing, logistics, and IT fleet transitions. However, the reliability of large language models (LLMs) when reasoning under high-constraint regimes is insufficiently characterized. To address this gap, we present R-ConstraintBench, a scalable framework that evaluates models on Resource-Constrained Project Scheduling Problems (RCPSP), an NP-Complete feasibility class, while difficulty increases via linear growth in constraints. R-ConstraintBench incrementally increases non-redundant precedence constraints in Directed Acyclic Graphs (DAGs) and then introduces downtime, temporal windows, and disjunctive constraints. As an illustrative example, we instantiate the benchmark in a data center migration setting and evaluate multiple LLMs using feasibility and error analysis, identifying degradation thresholds and constraint types most associated with failure. Empirically, strong models are near-ceiling on precedence-only DAGs, but feasibility performance collapses when downtime, temporal windows, and disjunctive constraints interact, implicating constraint interaction, not graph depth, as the principal bottleneck. Performance on clean synthetic ramps also does not guarantee transfer to domain-grounded scenarios, underscoring limited generalization.

  • 2 authors
·
Aug 20, 2025

Camera Calibration through Geometric Constraints from Rotation and Projection Matrices

The process of camera calibration involves estimating the intrinsic and extrinsic parameters, which are essential for accurately performing tasks such as 3D reconstruction, object tracking and augmented reality. In this work, we propose a novel constraints-based loss for measuring the intrinsic (focal length: (f_x, f_y) and principal point: (p_x, p_y)) and extrinsic (baseline: (b), disparity: (d), translation: (t_x, t_y, t_z), and rotation specifically pitch: (theta_p)) camera parameters. Our novel constraints are based on geometric properties inherent in the camera model, including the anatomy of the projection matrix (vanishing points, image of world origin, axis planes) and the orthonormality of the rotation matrix. Thus we proposed a novel Unsupervised Geometric Constraint Loss (UGCL) via a multitask learning framework. Our methodology is a hybrid approach that employs the learning power of a neural network to estimate the desired parameters along with the underlying mathematical properties inherent in the camera projection matrix. This distinctive approach not only enhances the interpretability of the model but also facilitates a more informed learning process. Additionally, we introduce a new CVGL Camera Calibration dataset, featuring over 900 configurations of camera parameters, incorporating 63,600 image pairs that closely mirror real-world conditions. By training and testing on both synthetic and real-world datasets, our proposed approach demonstrates improvements across all parameters when compared to the state-of-the-art (SOTA) benchmarks. The code and the updated dataset can be found here: https://github.com/CVLABLUMS/CVGL-Camera-Calibration

  • 3 authors
·
Feb 13, 2024

Decompositional Neural Scene Reconstruction with Generative Diffusion Prior

Decompositional reconstruction of 3D scenes, with complete shapes and detailed texture of all objects within, is intriguing for downstream applications but remains challenging, particularly with sparse views as input. Recent approaches incorporate semantic or geometric regularization to address this issue, but they suffer significant degradation in underconstrained areas and fail to recover occluded regions. We argue that the key to solving this problem lies in supplementing missing information for these areas. To this end, we propose DP-Recon, which employs diffusion priors in the form of Score Distillation Sampling (SDS) to optimize the neural representation of each individual object under novel views. This provides additional information for the underconstrained areas, but directly incorporating diffusion prior raises potential conflicts between the reconstruction and generative guidance. Therefore, we further introduce a visibility-guided approach to dynamically adjust the per-pixel SDS loss weights. Together these components enhance both geometry and appearance recovery while remaining faithful to input images. Extensive experiments across Replica and ScanNet++ demonstrate that our method significantly outperforms SOTA methods. Notably, it achieves better object reconstruction under 10 views than the baselines under 100 views. Our method enables seamless text-based editing for geometry and appearance through SDS optimization and produces decomposed object meshes with detailed UV maps that support photorealistic Visual effects (VFX) editing. The project page is available at https://dp-recon.github.io/.

  • 7 authors
·
Mar 18, 2025 2

Bridging Information Asymmetry: A Hierarchical Framework for Deterministic Blind Face Restoration

Blind face restoration remains a persistent challenge due to the inherent ill-posedness of reconstructing holistic structures from severely constrained observations. Current generative approaches, while capable of synthesizing realistic textures, often suffer from information asymmetry -- the intrinsic disparity between the information-sparse low quality inputs and the information-dense high quality outputs. This imbalance leads to a one-to-many mapping, where insufficient constraints result in stochastic uncertainty and hallucinatory artifacts. To bridge this gap, we present Pref-Restore, a hierarchical framework that integrates discrete semantic logic with continuous texture generation to achieve deterministic, preference-aligned restoration. Our methodology fundamentally addresses this information disparity through two complementary strategies: (1) Augmenting Input Density: We employ an auto-regressive integrator to reformulate textual instructions into dense latent queries, injecting high-level semantic stability to constrain the degraded signals; (2) Pruning Output Distribution: We pioneer the integration of on-policy reinforcement learning directly into the diffusion restoration loop. By transforming human preferences into differentiable constraints, we explicitly penalize stochastic deviations, thereby sharpening the posterior distribution toward the desired high-fidelity outcomes. Extensive experiments demonstrate that Pref-Restore achieves state-of-the-art performance across synthetic and real-world benchmarks. Furthermore, empirical analysis confirms that our preference-aligned strategy significantly reduces solution entropy, establishing a robust pathway toward reliable and deterministic blind restoration.

  • 8 authors
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Jan 27

SAM3D-Phys: Towards Multi-Object Interactive Simulation in Real World

This work addresses the problem of recovering complete, simulatable object geometry from reconstructed real-world scenes, enabling physics-based interaction with objects embedded in the scene. While modern multi-view reconstruction methods can produce visually accurate environments, objects are often incomplete due to occlusions and limited observations, making them unsuitable for physics simulation. To address this limitation, we propose SAM3D-Phys, a framework that integrates scene reconstruction with generative 3D priors of SAM3D to recover physically simulatable objects. Our approach first reconstructs the scene from multi-view images to obtain scene geometry and partial observations of objects. We then leverage SAM3D to infer complete object geometry from these partial observations. To ensure that the recovered objects remain consistent with the reconstructed scene, we restore scene-consistent object states through two complementary strategies: a physics-constrained spatial optimization algorithm that iteratively aligns the recovered object to its original location, and a mask-guided appearance distillation module that refines texture fidelity based on the observed images. By recovering complete object geometry and restoring its pose and appearance within the scene, SAM3D-Phys produces clean object representations suitable for physics-based simulation, enabling simultaneous and physically consistent interactive simulation of multiple objects within a reconstructed scene. Project page: https://chnxindong.github.io/sam3d-phys/

  • 6 authors
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May 27

Weighted least-squares approximation with determinantal point processes and generalized volume sampling

We consider the problem of approximating a function from L^2 by an element of a given m-dimensional space V_m, associated with some feature map varphi, using evaluations of the function at random points x_1,dots,x_n. After recalling some results on optimal weighted least-squares using independent and identically distributed points, we consider weighted least-squares using projection determinantal point processes (DPP) or volume sampling. These distributions introduce dependence between the points that promotes diversity in the selected features varphi(x_i). We first provide a generalized version of volume-rescaled sampling yielding quasi-optimality results in expectation with a number of samples n = O(mlog(m)), that means that the expected L^2 error is bounded by a constant times the best approximation error in L^2. Also, further assuming that the function is in some normed vector space H continuously embedded in L^2, we further prove that the approximation is almost surely bounded by the best approximation error measured in the H-norm. This includes the cases of functions from L^infty or reproducing kernel Hilbert spaces. Finally, we present an alternative strategy consisting in using independent repetitions of projection DPP (or volume sampling), yielding similar error bounds as with i.i.d. or volume sampling, but in practice with a much lower number of samples. Numerical experiments illustrate the performance of the different strategies.

  • 2 authors
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Dec 21, 2023

ReLi3D: Relightable Multi-view 3D Reconstruction with Disentangled Illumination

Reconstructing 3D assets from images has long required separate pipelines for geometry reconstruction, material estimation, and illumination recovery, each with distinct limitations and computational overhead. We present ReLi3D, the first unified end-to-end pipeline that simultaneously reconstructs complete 3D geometry, spatially-varying physically-based materials, and environment illumination from sparse multi-view images in under one second. Our key insight is that multi-view constraints can dramatically improve material and illumination disentanglement, a problem that remains fundamentally ill-posed for single-image methods. Key to our approach is the fusion of the multi-view input via a transformer cross-conditioning architecture, followed by a novel unified two-path prediction strategy. The first path predicts the object's structure and appearance, while the second path predicts the environment illumination from image background or object reflections. This, combined with a differentiable Monte Carlo multiple importance sampling renderer, creates an optimal illumination disentanglement training pipeline. In addition, with our mixed domain training protocol, which combines synthetic PBR datasets with real-world RGB captures, we establish generalizable results in geometry, material accuracy, and illumination quality. By unifying previously separate reconstruction tasks into a single feed-forward pass, we enable near-instantaneous generation of complete, relightable 3D assets. Project Page: https://reli3d.jdihlmann.com/

Generic Constraint Projection: Four-Dimensional Type Inference for Dynamic Languages

Type inference for dynamically typed languages must reconcile four qualitatively different sources of information about a parameter: values assigned inside a definition, explicit declarations, contextual requirements, and structural operations. Existing systems often combine these sources into one constraint set, causing spurious conflicts and requiring redundant annotations. We present Generic Constraint Projection (GCP), a zero-annotation inference framework that stores the four sources in separate monotone slots on a stable definition-time template and checks each call in a fresh projection session. Ordinary calls verify concrete arguments and specialize returns without mutating the template, while partial calls produce residual projected functions. On the success fragment of a finite-height type preorder, we prove monotonicity, local and global convergence, conditional projection-obligation soundness, projection termination, multi-module convergence, and order-independence under fair iteration. For the pure recursion-free core Outline_0, we also prove evaluation definedness, type preservation, runtime receiver retention, and projection-evaluation coherence. GCP uses Outline Equational Matching as an extensible structural compatibility relation and future this to preserve concrete receiver shape across fluent method chains. We instantiate the framework in Outline for typed ontology worlds and in Python for recovery of PEP 484 annotations from unannotated source.

  • 1 authors
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Jul 22

Robust and High-Fidelity 3D Gaussian Splatting: Fusing Pose Priors and Geometry Constraints for Texture-Deficient Outdoor Scenes

3D Gaussian Splatting (3DGS) has emerged as a key rendering pipeline for digital asset creation due to its balance between efficiency and visual quality. To address the issues of unstable pose estimation and scene representation distortion caused by geometric texture inconsistency in large outdoor scenes with weak or repetitive textures, we approach the problem from two aspects: pose estimation and scene representation. For pose estimation, we leverage LiDAR-IMU Odometry to provide prior poses for cameras in large-scale environments. These prior pose constraints are incorporated into COLMAP's triangulation process, with pose optimization performed via bundle adjustment. Ensuring consistency between pixel data association and prior poses helps maintain both robustness and accuracy. For scene representation, we introduce normal vector constraints and effective rank regularization to enforce consistency in the direction and shape of Gaussian primitives. These constraints are jointly optimized with the existing photometric loss to enhance the map quality. We evaluate our approach using both public and self-collected datasets. In terms of pose optimization, our method requires only one-third of the time while maintaining accuracy and robustness across both datasets. In terms of scene representation, the results show that our method significantly outperforms conventional 3DGS pipelines. Notably, on self-collected datasets characterized by weak or repetitive textures, our approach demonstrates enhanced visualization capabilities and achieves superior overall performance. Codes and data will be publicly available at https://github.com/justinyeah/normal_shape.git.

  • 8 authors
·
Nov 9, 2025

Constrained Bi-Level Optimization: Proximal Lagrangian Value function Approach and Hessian-free Algorithm

This paper presents a new approach and algorithm for solving a class of constrained Bi-Level Optimization (BLO) problems in which the lower-level problem involves constraints coupling both upper-level and lower-level variables. Such problems have recently gained significant attention due to their broad applicability in machine learning. However, conventional gradient-based methods unavoidably rely on computationally intensive calculations related to the Hessian matrix. To address this challenge, we begin by devising a smooth proximal Lagrangian value function to handle the constrained lower-level problem. Utilizing this construct, we introduce a single-level reformulation for constrained BLOs that transforms the original BLO problem into an equivalent optimization problem with smooth constraints. Enabled by this reformulation, we develop a Hessian-free gradient-based algorithm-termed proximal Lagrangian Value function-based Hessian-free Bi-level Algorithm (LV-HBA)-that is straightforward to implement in a single loop manner. Consequently, LV-HBA is especially well-suited for machine learning applications. Furthermore, we offer non-asymptotic convergence analysis for LV-HBA, eliminating the need for traditional strong convexity assumptions for the lower-level problem while also being capable of accommodating non-singleton scenarios. Empirical results substantiate the algorithm's superior practical performance.

  • 4 authors
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Jan 29, 2024

GSV3D: Gaussian Splatting-based Geometric Distillation with Stable Video Diffusion for Single-Image 3D Object Generation

Image-based 3D generation has vast applications in robotics and gaming, where high-quality, diverse outputs and consistent 3D representations are crucial. However, existing methods have limitations: 3D diffusion models are limited by dataset scarcity and the absence of strong pre-trained priors, while 2D diffusion-based approaches struggle with geometric consistency. We propose a method that leverages 2D diffusion models' implicit 3D reasoning ability while ensuring 3D consistency via Gaussian-splatting-based geometric distillation. Specifically, the proposed Gaussian Splatting Decoder enforces 3D consistency by transforming SV3D latent outputs into an explicit 3D representation. Unlike SV3D, which only relies on implicit 2D representations for video generation, Gaussian Splatting explicitly encodes spatial and appearance attributes, enabling multi-view consistency through geometric constraints. These constraints correct view inconsistencies, ensuring robust geometric consistency. As a result, our approach simultaneously generates high-quality, multi-view-consistent images and accurate 3D models, providing a scalable solution for single-image-based 3D generation and bridging the gap between 2D Diffusion diversity and 3D structural coherence. Experimental results demonstrate state-of-the-art multi-view consistency and strong generalization across diverse datasets. The code will be made publicly available upon acceptance.

  • 5 authors
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Mar 8, 2025

Sat-DN: Implicit Surface Reconstruction from Multi-View Satellite Images with Depth and Normal Supervision

With advancements in satellite imaging technology, acquiring high-resolution multi-view satellite imagery has become increasingly accessible, enabling rapid and location-independent ground model reconstruction. However, traditional stereo matching methods struggle to capture fine details, and while neural radiance fields (NeRFs) achieve high-quality reconstructions, their training time is prohibitively long. Moreover, challenges such as low visibility of building facades, illumination and style differences between pixels, and weakly textured regions in satellite imagery further make it hard to reconstruct reasonable terrain geometry and detailed building facades. To address these issues, we propose Sat-DN, a novel framework leveraging a progressively trained multi-resolution hash grid reconstruction architecture with explicit depth guidance and surface normal consistency constraints to enhance reconstruction quality. The multi-resolution hash grid accelerates training, while the progressive strategy incrementally increases the learning frequency, using coarse low-frequency geometry to guide the reconstruction of fine high-frequency details. The depth and normal constraints ensure a clear building outline and correct planar distribution. Extensive experiments on the DFC2019 dataset demonstrate that Sat-DN outperforms existing methods, achieving state-of-the-art results in both qualitative and quantitative evaluations. The code is available at https://github.com/costune/SatDN.

  • 4 authors
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Feb 12, 2025

GS-ProCams: Gaussian Splatting-based Projector-Camera Systems

We present GS-ProCams, the first Gaussian Splatting-based framework for projector-camera systems (ProCams). GS-ProCams is not only view-agnostic but also significantly enhances the efficiency of projection mapping (PM) that requires establishing geometric and radiometric mappings between the projector and the camera. Previous CNN-based ProCams are constrained to a specific viewpoint, limiting their applicability to novel perspectives. In contrast, NeRF-based ProCams support view-agnostic projection mapping, however, they require an additional co-located light source and demand significant computational and memory resources. To address this issue, we propose GS-ProCams that employs 2D Gaussian for scene representations, and enables efficient view-agnostic ProCams applications. In particular, we explicitly model the complex geometric and photometric mappings of ProCams using projector responses, the projection surface's geometry and materials represented by Gaussians, and the global illumination component. Then, we employ differentiable physically-based rendering to jointly estimate them from captured multi-view projections. Compared to state-of-the-art NeRF-based methods, our GS-ProCams eliminates the need for additional devices, achieving superior ProCams simulation quality. It also uses only 1/10 of the GPU memory for training and is 900 times faster in inference speed. Please refer to our project page for the code and dataset: https://realqingyue.github.io/GS-ProCams/.

  • 4 authors
·
Dec 16, 2024

Model Compression with Exact Budget Constraints via Riemannian Manifolds

Assigning one of K options to each of N groups under a total cost budget is a recurring problem in efficient AI, including mixed-precision quantization, non-uniform pruning, and expert selection. The objective, typically model loss, depends jointly on all assignments and does not decompose across groups, preventing combinatorial solvers from directly optimizing the true objective and forcing reliance on proxy formulations. Methods such as evolutionary search evaluate the actual loss but lack gradient information, while penalty-based approaches enforce the budget only approximately and often require extensive hyperparameter tuning. We present a new approach by showing that, under softmax relaxation, the budget constraint defines a smooth Riemannian manifold in logit space with unusually simple geometry. The normal vector admits a closed-form expression, shifting logits along the cost vector changes expected cost monotonically, and vector transport reduces to a single inner product. Building on these properties, we propose Riemannian Constrained Optimization (RCO), which augments a standard Adam step with tangent projection, binary-search retraction, and momentum transport. Combined with Gumbel straight-through estimation and budget-constrained dynamic programming for discrete feasibility, RCO enables first-order optimization of the actual loss under exact budget enforcement without introducing constraint-specific hyperparameters. Across both synthetic benchmarks and realistic LLM compression settings, RCO matches or exceeds state-of-the-art methods while often requiring substantially less wall-clock time. Source code is available at https://github.com/IST-DASLab/RCO.

  • 2 authors
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May 6

GaMO: Geometry-aware Multi-view Diffusion Outpainting for Sparse-View 3D Reconstruction

Recent advances in 3D reconstruction have achieved remarkable progress in high-quality scene capture from dense multi-view imagery, yet struggle when input views are limited. Various approaches, including regularization techniques, semantic priors, and geometric constraints, have been implemented to address this challenge. Latest diffusion-based methods have demonstrated substantial improvements by generating novel views from new camera poses to augment training data, surpassing earlier regularization and prior-based techniques. Despite this progress, we identify three critical limitations in these state-of-the-art approaches: inadequate coverage beyond known view peripheries, geometric inconsistencies across generated views, and computationally expensive pipelines. We introduce GaMO (Geometry-aware Multi-view Outpainter), a framework that reformulates sparse-view reconstruction through multi-view outpainting. Instead of generating new viewpoints, GaMO expands the field of view from existing camera poses, which inherently preserves geometric consistency while providing broader scene coverage. Our approach employs multi-view conditioning and geometry-aware denoising strategies in a zero-shot manner without training. Extensive experiments on Replica and ScanNet++ demonstrate state-of-the-art reconstruction quality across 3, 6, and 9 input views, outperforming prior methods in PSNR and LPIPS, while achieving a 25times speedup over SOTA diffusion-based methods with processing time under 10 minutes. Project page: https://yichuanh.github.io/GaMO/

  • 5 authors
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Dec 31, 2025 3

Diffusion-Based Material Regularization for Physics-Based Inverse Rendering

Reconstructing physics-based 3D assets -- geometry, materials, and illumination -- from multi-view images is a core problem in computer graphics and vision, and a prerequisite for realistic relighting and editing. Physics-based inverse rendering offers an accurate image-formation model, but is severely underconstrained: without strong priors, illumination is baked into materials, and reconstructions generalize poorly to novel views and lighting. Data-driven diffusion models, in contrast, predict visually plausible materials, yet their predictions rarely satisfy the rendering equation and are not directly usable for physics-based rendering. We bridge these two paradigms rather than replacing either. Our key idea is to treat the predictions of a state-of-the-art diffusion model not as target material values but as a similarity kernel for optimization: we introduce a regularization loss that penalizes deviations in the optimized material over surface regions where the diffusion predictions are near-constant, while leaving the optimization free to match the input images. Built on this regularizer, our end-to-end pipeline jointly reconstructs geometry, materials, and illumination, yielding high-quality assets that drop into standard rendering pipelines and relight faithfully. On the Synthetic4Relight, Stanford-ORB, and DTC-Synthetic datasets, our method significantly outperforms state-of-the-art baselines in both reconstruction accuracy and relighting quality.

  • 4 authors
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Jun 29

BLADE: Single-view Body Mesh Learning through Accurate Depth Estimation

Single-image human mesh recovery is a challenging task due to the ill-posed nature of simultaneous body shape, pose, and camera estimation. Existing estimators work well on images taken from afar, but they break down as the person moves close to the camera. Moreover, current methods fail to achieve both accurate 3D pose and 2D alignment at the same time. Error is mainly introduced by inaccurate perspective projection heuristically derived from orthographic parameters. To resolve this long-standing challenge, we present our method BLADE which accurately recovers perspective parameters from a single image without heuristic assumptions. We start from the inverse relationship between perspective distortion and the person's Z-translation Tz, and we show that Tz can be reliably estimated from the image. We then discuss the important role of Tz for accurate human mesh recovery estimated from close-range images. Finally, we show that, once Tz and the 3D human mesh are estimated, one can accurately recover the focal length and full 3D translation. Extensive experiments on standard benchmarks and real-world close-range images show that our method is the first to accurately recover projection parameters from a single image, and consequently attain state-of-the-art accuracy on 3D pose estimation and 2D alignment for a wide range of images. https://research.nvidia.com/labs/amri/projects/blade/

  • 8 authors
·
Dec 11, 2024

InvSplat: Inverse Feed-Forward Scene Splatting

Inverse rendering aims to recover both 3D geometry and physically meaningful material properties from images, enabling applications such as relighting and novel view synthesis. Optimization-based methods achieve high fidelity but require costly per-scene fitting, while image-space learning-based approaches often suffer from multi-view inconsistencies and lack an explicit 3D representation for stable novel view rendering. We present a feed-forward multi-view reconstruction framework for inverse rendering that directly predicts a structured 3D Gaussian representation with intrinsic material attributes. Each Gaussian primitive is parameterized by mean, normal, opacity, rotation, scale, albedo, metallic, and roughness, enabling a disentangled and physically grounded scene representation. Our model integrates priors from a material estimation network with a multi-view 3D reconstruction backbone, allowing joint prediction of geometry and reflectance parameters in a single forward pass. Experiments on synthetic and real-world datasets demonstrate improved multi-view consistency compared to 2D baselines, accurate material recovery, and stable novel view rendering. Our representation further supports physically-based relighting and more faithful modeling of view-dependent effects compared to existing RGB-based feed-forward reconstruction methods. Our project webpage is: https://poliik.github.io/invsplat/{https://poliik.github.io/invsplat/}.

  • 5 authors
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Jul 2

LaCon: Late-Constraint Diffusion for Steerable Guided Image Synthesis

Diffusion models have demonstrated impressive abilities in generating photo-realistic and creative images. To offer more controllability for the generation process, existing studies, termed as early-constraint methods in this paper, leverage extra conditions and incorporate them into pre-trained diffusion models. Particularly, some of them adopt condition-specific modules to handle conditions separately, where they struggle to generalize across other conditions. Although follow-up studies present unified solutions to solve the generalization problem, they also require extra resources to implement, e.g., additional inputs or parameter optimization, where more flexible and efficient solutions are expected to perform steerable guided image synthesis. In this paper, we present an alternative paradigm, namely Late-Constraint Diffusion (LaCon), to simultaneously integrate various conditions into pre-trained diffusion models. Specifically, LaCon establishes an alignment between the external condition and the internal features of diffusion models, and utilizes the alignment to incorporate the target condition, guiding the sampling process to produce tailored results. Experimental results on COCO dataset illustrate the effectiveness and superior generalization capability of LaCon under various conditions and settings. Ablation studies investigate the functionalities of different components in LaCon, and illustrate its great potential to serve as an efficient solution to offer flexible controllability for diffusion models.

  • 5 authors
·
May 19, 2023

FreeOrbit4D: Training-Free Arbitrary Camera Redirection for Monocular Videos via Geometry-Complete 4D Reconstruction

Camera redirection aims to replay a dynamic scene from a single monocular video under a user-specified camera trajectory. However, large-angle redirection is inherently ill-posed: a monocular video captures only a narrow spatio-temporal view of a dynamic 3D scene, providing highly partial observations of the underlying 4D world. The key challenge is therefore to recover a complete and coherent representation from this limited input, with consistent geometry and motion. While recent diffusion-based methods achieve impressive results, they often break down under large-angle viewpoint changes far from the original trajectory, where missing visual grounding leads to severe geometric ambiguity and temporal inconsistency. To address this, we present FreeOrbit4D, an effective training-free framework that tackles this geometric ambiguity by recovering a geometry-complete 4D proxy as structural grounding for video generation. We obtain this proxy by decoupling foreground and background reconstructions: we unproject the monocular video into a static background and geometry-incomplete foreground point clouds in a unified global space, then leverage an object-centric multi-view diffusion model to synthesize multi-view images and reconstruct geometry-complete foreground point clouds in canonical object space. By aligning the canonical foreground point cloud to the global scene space via dense pixel-synchronized 3D--3D correspondences and projecting the geometry-complete 4D proxy onto target camera viewpoints, we provide geometric scaffolds that guide a conditional video diffusion model. Extensive experiments show that FreeOrbit4D produces more faithful redirected videos under challenging large-angle trajectories, and our geometry-complete 4D proxy further opens a potential avenue for practical applications such as edit propagation and 4D data generation. Project page and code will be released soon.

  • 8 authors
·
Jan 26

boldsymbolλ-Orthogonality Regularization for Compatible Representation Learning

Retrieval systems rely on representations learned by increasingly powerful models. However, due to the high training cost and inconsistencies in learned representations, there is significant interest in facilitating communication between representations and ensuring compatibility across independently trained neural networks. In the literature, two primary approaches are commonly used to adapt different learned representations: affine transformations, which adapt well to specific distributions but can significantly alter the original representation, and orthogonal transformations, which preserve the original structure with strict geometric constraints but limit adaptability. A key challenge is adapting the latent spaces of updated models to align with those of previous models on downstream distributions while preserving the newly learned representation spaces. In this paper, we impose a relaxed orthogonality constraint, namely λ-Orthogonality regularization, while learning an affine transformation, to obtain distribution-specific adaptation while retaining the original learned representations. Extensive experiments across various architectures and datasets validate our approach, demonstrating that it preserves the model's zero-shot performance and ensures compatibility across model updates. Code available at: https://github.com/miccunifi/lambda_orthogonality.git{https://github.com/miccunifi/lambda\_orthogonality}.

  • 5 authors
·
Sep 20, 2025

FlowBender: Feedback-Aware Training for Self-Correcting Conditional Flows

Conditional diffusion and flow models routinely fail to satisfy the very constraints that define their task. For instance, a depth-conditioned model often produces images whose re-extracted depth disagrees with the input, even though the forward operator--the depth predictor defining the constraint--is available during both training and inference. Existing approaches generally fall into two categories: supervised models that treat the conditioning signal as a static cue and ignore alignment information at inference, and guidance-based methods that consult it through hand-tuned linear updates, typically trading fidelity to the condition against the plausibility of the generated sample. We argue that the fundamental gap in both paradigms is that the model is never trained to utilize its own alignment error. We introduce FlowBender, a closed-loop framework that treats this error as a first-class input, training the network to learn a correction policy conditioned on inference-time feedback. At each step, an unguided look-ahead pass estimates the clean signal, a task-specific deviation is computed via the forward operator, and a refinement pass consumes this signal to produce a corrected velocity. We propose several variants of FlowBender, including a gradient-based formulation for differentiable operators and a zero-order variant for non-differentiable settings such as JPEG compression. For efficient sampling, we introduce a prior-step shortcut that enables closed-loop correction at a minimal additional computational cost. Across image-to-image translation, restoration, and 3D mesh texturing, FlowBender consistently outperforms standard supervised baselines, alignment-loss-augmented training, and state-of-the-art inference-time guidance, improving fidelity and plausibility simultaneously rather than trading them against each other. Project page: https://flow-bender.github.io/

Reliable Unlearning Harmful Information in LLMs with Metamorphosis Representation Projection

While Large Language Models (LLMs) have demonstrated impressive performance in various domains and tasks, concerns about their safety are becoming increasingly severe. In particular, since models may store unsafe knowledge internally, machine unlearning has emerged as a representative paradigm to ensure model safety. Existing approaches employ various training techniques, such as gradient ascent and negative preference optimization, in attempts to eliminate the influence of undesired data on target models. However, these methods merely suppress the activation of undesired data through parametric training without completely eradicating its informational traces within the model. This fundamental limitation makes it difficult to achieve effective continuous unlearning, rendering these methods vulnerable to relearning attacks. To overcome these challenges, we propose a Metamorphosis Representation Projection (MRP) approach that pioneers the application of irreversible projection properties to machine unlearning. By implementing projective transformations in the hidden state space of specific network layers, our method effectively eliminates harmful information while preserving useful knowledge. Experimental results demonstrate that our approach enables effective continuous unlearning and successfully defends against relearning attacks, achieving state-of-the-art performance in unlearning effectiveness while preserving natural performance. Our code is available in https://github.com/ChengcanWu/MRP.

  • 5 authors
·
Aug 21, 2025

Adaptive Graph Shrinking for Quantum Optimization of Constrained Combinatorial Problems

A range of quantum algorithms, especially those leveraging variational parameterization and circuit-based optimization, are being studied as alternatives for solving classically intractable combinatorial optimization problems (COPs). However, their applicability is limited by hardware constraints, including shallow circuit depth, limited qubit counts, and noise. To mitigate these issues, we propose a hybrid classical--quantum framework based on graph shrinking to reduce the number of variables and constraints in QUBO formulations of COPs, while preserving problem structure. Our approach introduces three key ideas: (i) constraint-aware shrinking that prevents merges that will likely violate problem-specific feasibility constraints, (ii) a verification-and-repair pipeline to correct infeasible solutions post-optimization, and (iii) adaptive strategies for recalculating correlations and controlling the graph shrinking process. We apply our approach to three standard benchmark problems: Multidimensional Knapsack (MDKP), Maximum Independent Set (MIS), and the Quadratic Assignment Problem (QAP). Empirical results show that our approach improves solution feasibility, reduces repair complexity, and enhances quantum optimization quality on hardware-limited instances. These findings demonstrate a scalable pathway for applying near-term quantum algorithms to classically challenging constrained optimization problems.

  • 2 authors
·
Jun 17, 2025

Backward-Compatible Aligned Representations via an Orthogonal Transformation Layer

Visual retrieval systems face significant challenges when updating models with improved representations due to misalignment between the old and new representations. The costly and resource-intensive backfilling process involves recalculating feature vectors for images in the gallery set whenever a new model is introduced. To address this, prior research has explored backward-compatible training methods that enable direct comparisons between new and old representations without backfilling. Despite these advancements, achieving a balance between backward compatibility and the performance of independently trained models remains an open problem. In this paper, we address it by expanding the representation space with additional dimensions and learning an orthogonal transformation to achieve compatibility with old models and, at the same time, integrate new information. This transformation preserves the original feature space's geometry, ensuring that our model aligns with previous versions while also learning new data. Our Orthogonal Compatible Aligned (OCA) approach eliminates the need for re-indexing during model updates and ensures that features can be compared directly across different model updates without additional mapping functions. Experimental results on CIFAR-100 and ImageNet-1k demonstrate that our method not only maintains compatibility with previous models but also achieves state-of-the-art accuracy, outperforming several existing methods.

  • 4 authors
·
Aug 16, 2024 2