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SubscribeContext as Memory: Scene-Consistent Interactive Long Video Generation with Memory Retrieval
Recent advances in interactive video generation have shown promising results, yet existing approaches struggle with scene-consistent memory capabilities in long video generation due to limited use of historical context. In this work, we propose Context-as-Memory, which utilizes historical context as memory for video generation. It includes two simple yet effective designs: (1) storing context in frame format without additional post-processing; (2) conditioning by concatenating context and frames to be predicted along the frame dimension at the input, requiring no external control modules. Furthermore, considering the enormous computational overhead of incorporating all historical context, we propose the Memory Retrieval module to select truly relevant context frames by determining FOV (Field of View) overlap between camera poses, which significantly reduces the number of candidate frames without substantial information loss. Experiments demonstrate that Context-as-Memory achieves superior memory capabilities in interactive long video generation compared to SOTAs, even generalizing effectively to open-domain scenarios not seen during training. The link of our project page is https://context-as-memory.github.io/.
Editable Scene Simulation for Autonomous Driving via Collaborative LLM-Agents
Scene simulation in autonomous driving has gained significant attention because of its huge potential for generating customized data. However, existing editable scene simulation approaches face limitations in terms of user interaction efficiency, multi-camera photo-realistic rendering and external digital assets integration. To address these challenges, this paper introduces ChatSim, the first system that enables editable photo-realistic 3D driving scene simulations via natural language commands with external digital assets. To enable editing with high command flexibility,~ChatSim leverages a large language model (LLM) agent collaboration framework. To generate photo-realistic outcomes, ChatSim employs a novel multi-camera neural radiance field method. Furthermore, to unleash the potential of extensive high-quality digital assets, ChatSim employs a novel multi-camera lighting estimation method to achieve scene-consistent assets' rendering. Our experiments on Waymo Open Dataset demonstrate that ChatSim can handle complex language commands and generate corresponding photo-realistic scene videos.
Bokeh Diffusion: Defocus Blur Control in Text-to-Image Diffusion Models
Recent advances in large-scale text-to-image models have revolutionized creative fields by generating visually captivating outputs from textual prompts; however, while traditional photography offers precise control over camera settings to shape visual aesthetics -- such as depth-of-field -- current diffusion models typically rely on prompt engineering to mimic such effects. This approach often results in crude approximations and inadvertently altering the scene content. In this work, we propose Bokeh Diffusion, a scene-consistent bokeh control framework that explicitly conditions a diffusion model on a physical defocus blur parameter. By grounding depth-of-field adjustments, our method preserves the underlying scene structure as the level of blur is varied. To overcome the scarcity of paired real-world images captured under different camera settings, we introduce a hybrid training pipeline that aligns in-the-wild images with synthetic blur augmentations. Extensive experiments demonstrate that our approach not only achieves flexible, lens-like blur control but also supports applications such as real image editing via inversion.
PanoWan: Lifting Diffusion Video Generation Models to 360° with Latitude/Longitude-aware Mechanisms
Panoramic video generation enables immersive 360{\deg} content creation, valuable in applications that demand scene-consistent world exploration. However, existing panoramic video generation models struggle to leverage pre-trained generative priors from conventional text-to-video models for high-quality and diverse panoramic videos generation, due to limited dataset scale and the gap in spatial feature representations. In this paper, we introduce PanoWan to effectively lift pre-trained text-to-video models to the panoramic domain, equipped with minimal modules. PanoWan employs latitude-aware sampling to avoid latitudinal distortion, while its rotated semantic denoising and padded pixel-wise decoding ensure seamless transitions at longitude boundaries. To provide sufficient panoramic videos for learning these lifted representations, we contribute PanoVid, a high-quality panoramic video dataset with captions and diverse scenarios. Consequently, PanoWan achieves state-of-the-art performance in panoramic video generation and demonstrates robustness for zero-shot downstream tasks.
3D-SceneDreamer: Text-Driven 3D-Consistent Scene Generation
Text-driven 3D scene generation techniques have made rapid progress in recent years. Their success is mainly attributed to using existing generative models to iteratively perform image warping and inpainting to generate 3D scenes. However, these methods heavily rely on the outputs of existing models, leading to error accumulation in geometry and appearance that prevent the models from being used in various scenarios (e.g., outdoor and unreal scenarios). To address this limitation, we generatively refine the newly generated local views by querying and aggregating global 3D information, and then progressively generate the 3D scene. Specifically, we employ a tri-plane features-based NeRF as a unified representation of the 3D scene to constrain global 3D consistency, and propose a generative refinement network to synthesize new contents with higher quality by exploiting the natural image prior from 2D diffusion model as well as the global 3D information of the current scene. Our extensive experiments demonstrate that, in comparison to previous methods, our approach supports wide variety of scene generation and arbitrary camera trajectories with improved visual quality and 3D consistency.
FACTUAL: A Benchmark for Faithful and Consistent Textual Scene Graph Parsing
Textual scene graph parsing has become increasingly important in various vision-language applications, including image caption evaluation and image retrieval. However, existing scene graph parsers that convert image captions into scene graphs often suffer from two types of errors. First, the generated scene graphs fail to capture the true semantics of the captions or the corresponding images, resulting in a lack of faithfulness. Second, the generated scene graphs have high inconsistency, with the same semantics represented by different annotations. To address these challenges, we propose a novel dataset, which involves re-annotating the captions in Visual Genome (VG) using a new intermediate representation called FACTUAL-MR. FACTUAL-MR can be directly converted into faithful and consistent scene graph annotations. Our experimental results clearly demonstrate that the parser trained on our dataset outperforms existing approaches in terms of faithfulness and consistency. This improvement leads to a significant performance boost in both image caption evaluation and zero-shot image retrieval tasks. Furthermore, we introduce a novel metric for measuring scene graph similarity, which, when combined with the improved scene graph parser, achieves state-of-the-art (SOTA) results on multiple benchmark datasets for the aforementioned tasks. The code and dataset are available at https://github.com/zhuang-li/FACTUAL .
VideoFrom3D: 3D Scene Video Generation via Complementary Image and Video Diffusion Models
In this paper, we propose VideoFrom3D, a novel framework for synthesizing high-quality 3D scene videos from coarse geometry, a camera trajectory, and a reference image. Our approach streamlines the 3D graphic design workflow, enabling flexible design exploration and rapid production of deliverables. A straightforward approach to synthesizing a video from coarse geometry might condition a video diffusion model on geometric structure. However, existing video diffusion models struggle to generate high-fidelity results for complex scenes due to the difficulty of jointly modeling visual quality, motion, and temporal consistency. To address this, we propose a generative framework that leverages the complementary strengths of image and video diffusion models. Specifically, our framework consists of a Sparse Anchor-view Generation (SAG) and a Geometry-guided Generative Inbetweening (GGI) module. The SAG module generates high-quality, cross-view consistent anchor views using an image diffusion model, aided by Sparse Appearance-guided Sampling. Building on these anchor views, GGI module faithfully interpolates intermediate frames using a video diffusion model, enhanced by flow-based camera control and structural guidance. Notably, both modules operate without any paired dataset of 3D scene models and natural images, which is extremely difficult to obtain. Comprehensive experiments show that our method produces high-quality, style-consistent scene videos under diverse and challenging scenarios, outperforming simple and extended baselines.
Scene Splatter: Momentum 3D Scene Generation from Single Image with Video Diffusion Model
In this paper, we propose Scene Splatter, a momentum-based paradigm for video diffusion to generate generic scenes from single image. Existing methods, which employ video generation models to synthesize novel views, suffer from limited video length and scene inconsistency, leading to artifacts and distortions during further reconstruction. To address this issue, we construct noisy samples from original features as momentum to enhance video details and maintain scene consistency. However, for latent features with the perception field that spans both known and unknown regions, such latent-level momentum restricts the generative ability of video diffusion in unknown regions. Therefore, we further introduce the aforementioned consistent video as a pixel-level momentum to a directly generated video without momentum for better recovery of unseen regions. Our cascaded momentum enables video diffusion models to generate both high-fidelity and consistent novel views. We further finetune the global Gaussian representations with enhanced frames and render new frames for momentum update in the next step. In this manner, we can iteratively recover a 3D scene, avoiding the limitation of video length. Extensive experiments demonstrate the generalization capability and superior performance of our method in high-fidelity and consistent scene generation.
Coherent 3D Scene Diffusion From a Single RGB Image
We present a novel diffusion-based approach for coherent 3D scene reconstruction from a single RGB image. Our method utilizes an image-conditioned 3D scene diffusion model to simultaneously denoise the 3D poses and geometries of all objects within the scene. Motivated by the ill-posed nature of the task and to obtain consistent scene reconstruction results, we learn a generative scene prior by conditioning on all scene objects simultaneously to capture the scene context and by allowing the model to learn inter-object relationships throughout the diffusion process. We further propose an efficient surface alignment loss to facilitate training even in the absence of full ground-truth annotation, which is common in publicly available datasets. This loss leverages an expressive shape representation, which enables direct point sampling from intermediate shape predictions. By framing the task of single RGB image 3D scene reconstruction as a conditional diffusion process, our approach surpasses current state-of-the-art methods, achieving a 12.04% improvement in AP3D on SUN RGB-D and a 13.43% increase in F-Score on Pix3D.
DreamEditor: Text-Driven 3D Scene Editing with Neural Fields
Neural fields have achieved impressive advancements in view synthesis and scene reconstruction. However, editing these neural fields remains challenging due to the implicit encoding of geometry and texture information. In this paper, we propose DreamEditor, a novel framework that enables users to perform controlled editing of neural fields using text prompts. By representing scenes as mesh-based neural fields, DreamEditor allows localized editing within specific regions. DreamEditor utilizes the text encoder of a pretrained text-to-Image diffusion model to automatically identify the regions to be edited based on the semantics of the text prompts. Subsequently, DreamEditor optimizes the editing region and aligns its geometry and texture with the text prompts through score distillation sampling [29]. Extensive experiments have demonstrated that DreamEditor can accurately edit neural fields of real-world scenes according to the given text prompts while ensuring consistency in irrelevant areas. DreamEditor generates highly realistic textures and geometry, significantly surpassing previous works in both quantitative and qualitative evaluations.
SLAM3R: Real-Time Dense Scene Reconstruction from Monocular RGB Videos
In this paper, we introduce SLAM3R, a novel and effective monocular RGB SLAM system for real-time and high-quality dense 3D reconstruction. SLAM3R provides an end-to-end solution by seamlessly integrating local 3D reconstruction and global coordinate registration through feed-forward neural networks. Given an input video, the system first converts it into overlapping clips using a sliding window mechanism. Unlike traditional pose optimization-based methods, SLAM3R directly regresses 3D pointmaps from RGB images in each window and progressively aligns and deforms these local pointmaps to create a globally consistent scene reconstruction - all without explicitly solving any camera parameters. Experiments across datasets consistently show that SLAM3R achieves state-of-the-art reconstruction accuracy and completeness while maintaining real-time performance at 20+ FPS. Code and weights at: https://github.com/PKU-VCL-3DV/SLAM3R.
Moving Off-the-Grid: Scene-Grounded Video Representations
Current vision models typically maintain a fixed correspondence between their representation structure and image space. Each layer comprises a set of tokens arranged "on-the-grid," which biases patches or tokens to encode information at a specific spatio(-temporal) location. In this work we present Moving Off-the-Grid (MooG), a self-supervised video representation model that offers an alternative approach, allowing tokens to move "off-the-grid" to better enable them to represent scene elements consistently, even as they move across the image plane through time. By using a combination of cross-attention and positional embeddings we disentangle the representation structure and image structure. We find that a simple self-supervised objective--next frame prediction--trained on video data, results in a set of latent tokens which bind to specific scene structures and track them as they move. We demonstrate the usefulness of MooG's learned representation both qualitatively and quantitatively by training readouts on top of the learned representation on a variety of downstream tasks. We show that MooG can provide a strong foundation for different vision tasks when compared to "on-the-grid" baselines.
UniGoal: Towards Universal Zero-shot Goal-oriented Navigation
In this paper, we propose a general framework for universal zero-shot goal-oriented navigation. Existing zero-shot methods build inference framework upon large language models (LLM) for specific tasks, which differs a lot in overall pipeline and fails to generalize across different types of goal. Towards the aim of universal zero-shot navigation, we propose a uniform graph representation to unify different goals, including object category, instance image and text description. We also convert the observation of agent into an online maintained scene graph. With this consistent scene and goal representation, we preserve most structural information compared with pure text and are able to leverage LLM for explicit graph-based reasoning. Specifically, we conduct graph matching between the scene graph and goal graph at each time instant and propose different strategies to generate long-term goal of exploration according to different matching states. The agent first iteratively searches subgraph of goal when zero-matched. With partial matching, the agent then utilizes coordinate projection and anchor pair alignment to infer the goal location. Finally scene graph correction and goal verification are applied for perfect matching. We also present a blacklist mechanism to enable robust switch between stages. Extensive experiments on several benchmarks show that our UniGoal achieves state-of-the-art zero-shot performance on three studied navigation tasks with a single model, even outperforming task-specific zero-shot methods and supervised universal methods.
VGGT-SLAM: Dense RGB SLAM Optimized on the SL(4) Manifold
We present VGGT-SLAM, a dense RGB SLAM system constructed by incrementally and globally aligning submaps created from the feed-forward scene reconstruction approach VGGT using only uncalibrated monocular cameras. While related works align submaps using similarity transforms (i.e., translation, rotation, and scale), we show that such approaches are inadequate in the case of uncalibrated cameras. In particular, we revisit the idea of reconstruction ambiguity, where given a set of uncalibrated cameras with no assumption on the camera motion or scene structure, the scene can only be reconstructed up to a 15-degrees-of-freedom projective transformation of the true geometry. This inspires us to recover a consistent scene reconstruction across submaps by optimizing over the SL(4) manifold, thus estimating 15-degrees-of-freedom homography transforms between sequential submaps while accounting for potential loop closure constraints. As verified by extensive experiments, we demonstrate that VGGT-SLAM achieves improved map quality using long video sequences that are infeasible for VGGT due to its high GPU requirements.
Pix2Shape: Towards Unsupervised Learning of 3D Scenes from Images using a View-based Representation
We infer and generate three-dimensional (3D) scene information from a single input image and without supervision. This problem is under-explored, with most prior work relying on supervision from, e.g., 3D ground-truth, multiple images of a scene, image silhouettes or key-points. We propose Pix2Shape, an approach to solve this problem with four components: (i) an encoder that infers the latent 3D representation from an image, (ii) a decoder that generates an explicit 2.5D surfel-based reconstruction of a scene from the latent code (iii) a differentiable renderer that synthesizes a 2D image from the surfel representation, and (iv) a critic network trained to discriminate between images generated by the decoder-renderer and those from a training distribution. Pix2Shape can generate complex 3D scenes that scale with the view-dependent on-screen resolution, unlike representations that capture world-space resolution, i.e., voxels or meshes. We show that Pix2Shape learns a consistent scene representation in its encoded latent space and that the decoder can then be applied to this latent representation in order to synthesize the scene from a novel viewpoint. We evaluate Pix2Shape with experiments on the ShapeNet dataset as well as on a novel benchmark we developed, called 3D-IQTT, to evaluate models based on their ability to enable 3d spatial reasoning. Qualitative and quantitative evaluation demonstrate Pix2Shape's ability to solve scene reconstruction, generation, and understanding tasks.
Zero-Shot Novel View and Depth Synthesis with Multi-View Geometric Diffusion
Current methods for 3D scene reconstruction from sparse posed images employ intermediate 3D representations such as neural fields, voxel grids, or 3D Gaussians, to achieve multi-view consistent scene appearance and geometry. In this paper we introduce MVGD, a diffusion-based architecture capable of direct pixel-level generation of images and depth maps from novel viewpoints, given an arbitrary number of input views. Our method uses raymap conditioning to both augment visual features with spatial information from different viewpoints, as well as to guide the generation of images and depth maps from novel views. A key aspect of our approach is the multi-task generation of images and depth maps, using learnable task embeddings to guide the diffusion process towards specific modalities. We train this model on a collection of more than 60 million multi-view samples from publicly available datasets, and propose techniques to enable efficient and consistent learning in such diverse conditions. We also propose a novel strategy that enables the efficient training of larger models by incrementally fine-tuning smaller ones, with promising scaling behavior. Through extensive experiments, we report state-of-the-art results in multiple novel view synthesis benchmarks, as well as multi-view stereo and video depth estimation.
Matrix-3D: Omnidirectional Explorable 3D World Generation
Explorable 3D world generation from a single image or text prompt forms a cornerstone of spatial intelligence. Recent works utilize video model to achieve wide-scope and generalizable 3D world generation. However, existing approaches often suffer from a limited scope in the generated scenes. In this work, we propose Matrix-3D, a framework that utilize panoramic representation for wide-coverage omnidirectional explorable 3D world generation that combines conditional video generation and panoramic 3D reconstruction. We first train a trajectory-guided panoramic video diffusion model that employs scene mesh renders as condition, to enable high-quality and geometrically consistent scene video generation. To lift the panorama scene video to 3D world, we propose two separate methods: (1) a feed-forward large panorama reconstruction model for rapid 3D scene reconstruction and (2) an optimization-based pipeline for accurate and detailed 3D scene reconstruction. To facilitate effective training, we also introduce the Matrix-Pano dataset, the first large-scale synthetic collection comprising 116K high-quality static panoramic video sequences with depth and trajectory annotations. Extensive experiments demonstrate that our proposed framework achieves state-of-the-art performance in panoramic video generation and 3D world generation. See more in https://matrix-3d.github.io.
Zero-Shot Visual Reasoning by Vision-Language Models: Benchmarking and Analysis
Vision-language models (VLMs) have shown impressive zero- and few-shot performance on real-world visual question answering (VQA) benchmarks, alluding to their capabilities as visual reasoning engines. However, the benchmarks being used conflate "pure" visual reasoning with world knowledge, and also have questions that involve a limited number of reasoning steps. Thus, it remains unclear whether a VLM's apparent visual reasoning performance is due to its world knowledge, or due to actual visual reasoning capabilities. To clarify this ambiguity, we systematically benchmark and dissect the zero-shot visual reasoning capabilities of VLMs through synthetic datasets that require minimal world knowledge, and allow for analysis over a broad range of reasoning steps. We focus on two novel aspects of zero-shot visual reasoning: i) evaluating the impact of conveying scene information as either visual embeddings or purely textual scene descriptions to the underlying large language model (LLM) of the VLM, and ii) comparing the effectiveness of chain-of-thought prompting to standard prompting for zero-shot visual reasoning. We find that the underlying LLMs, when provided textual scene descriptions, consistently perform better compared to being provided visual embeddings. In particular, 18% higher accuracy is achieved on the PTR dataset. We also find that CoT prompting performs marginally better than standard prompting only for the comparatively large GPT-3.5-Turbo (175B) model, and does worse for smaller-scale models. This suggests the emergence of CoT abilities for visual reasoning in LLMs at larger scales even when world knowledge is limited. Overall, we find limitations in the abilities of VLMs and LLMs for more complex visual reasoning, and highlight the important role that LLMs can play in visual reasoning.
G4Splat: Geometry-Guided Gaussian Splatting with Generative Prior
Despite recent advances in leveraging generative prior from pre-trained diffusion models for 3D scene reconstruction, existing methods still face two critical limitations. First, due to the lack of reliable geometric supervision, they struggle to produce high-quality reconstructions even in observed regions, let alone in unobserved areas. Second, they lack effective mechanisms to mitigate multi-view inconsistencies in the generated images, leading to severe shape-appearance ambiguities and degraded scene geometry. In this paper, we identify accurate geometry as the fundamental prerequisite for effectively exploiting generative models to enhance 3D scene reconstruction. We first propose to leverage the prevalence of planar structures to derive accurate metric-scale depth maps, providing reliable supervision in both observed and unobserved regions. Furthermore, we incorporate this geometry guidance throughout the generative pipeline to improve visibility mask estimation, guide novel view selection, and enhance multi-view consistency when inpainting with video diffusion models, resulting in accurate and consistent scene completion. Extensive experiments on Replica, ScanNet++, and DeepBlending show that our method consistently outperforms existing baselines in both geometry and appearance reconstruction, particularly for unobserved regions. Moreover, our method naturally supports single-view inputs and unposed videos, with strong generalizability in both indoor and outdoor scenarios with practical real-world applicability. The project page is available at https://dali-jack.github.io/g4splat-web/.
Toon3D: Seeing Cartoons from a New Perspective
In this work, we recover the underlying 3D structure of non-geometrically consistent scenes. We focus our analysis on hand-drawn images from cartoons and anime. Many cartoons are created by artists without a 3D rendering engine, which means that any new image of a scene is hand-drawn. The hand-drawn images are usually faithful representations of the world, but only in a qualitative sense, since it is difficult for humans to draw multiple perspectives of an object or scene 3D consistently. Nevertheless, people can easily perceive 3D scenes from inconsistent inputs! In this work, we correct for 2D drawing inconsistencies to recover a plausible 3D structure such that the newly warped drawings are consistent with each other. Our pipeline consists of a user-friendly annotation tool, camera pose estimation, and image deformation to recover a dense structure. Our method warps images to obey a perspective camera model, enabling our aligned results to be plugged into novel-view synthesis reconstruction methods to experience cartoons from viewpoints never drawn before. Our project page is https://toon3d.studio/.
VideoDirectorGPT: Consistent Multi-scene Video Generation via LLM-Guided Planning
Although recent text-to-video (T2V) generation methods have seen significant advancements, most of these works focus on producing short video clips of a single event with a single background (i.e., single-scene videos). Meanwhile, recent large language models (LLMs) have demonstrated their capability in generating layouts and programs to control downstream visual modules such as image generation models. This raises an important question: can we leverage the knowledge embedded in these LLMs for temporally consistent long video generation? In this paper, we propose VideoDirectorGPT, a novel framework for consistent multi-scene video generation that uses the knowledge of LLMs for video content planning and grounded video generation. Specifically, given a single text prompt, we first ask our video planner LLM (GPT-4) to expand it into a 'video plan', which involves generating the scene descriptions, the entities with their respective layouts, the background for each scene, and consistency groupings of the entities and backgrounds. Next, guided by this output from the video planner, our video generator, Layout2Vid, has explicit control over spatial layouts and can maintain temporal consistency of entities/backgrounds across scenes, while only trained with image-level annotations. Our experiments demonstrate that VideoDirectorGPT framework substantially improves layout and movement control in both single- and multi-scene video generation and can generate multi-scene videos with visual consistency across scenes, while achieving competitive performance with SOTAs in open-domain single-scene T2V generation. We also demonstrate that our framework can dynamically control the strength for layout guidance and can also generate videos with user-provided images. We hope our framework can inspire future work on better integrating the planning ability of LLMs into consistent long video generation.
PaintScene4D: Consistent 4D Scene Generation from Text Prompts
Recent advances in diffusion models have revolutionized 2D and 3D content creation, yet generating photorealistic dynamic 4D scenes remains a significant challenge. Existing dynamic 4D generation methods typically rely on distilling knowledge from pre-trained 3D generative models, often fine-tuned on synthetic object datasets. Consequently, the resulting scenes tend to be object-centric and lack photorealism. While text-to-video models can generate more realistic scenes with motion, they often struggle with spatial understanding and provide limited control over camera viewpoints during rendering. To address these limitations, we present PaintScene4D, a novel text-to-4D scene generation framework that departs from conventional multi-view generative models in favor of a streamlined architecture that harnesses video generative models trained on diverse real-world datasets. Our method first generates a reference video using a video generation model, and then employs a strategic camera array selection for rendering. We apply a progressive warping and inpainting technique to ensure both spatial and temporal consistency across multiple viewpoints. Finally, we optimize multi-view images using a dynamic renderer, enabling flexible camera control based on user preferences. Adopting a training-free architecture, our PaintScene4D efficiently produces realistic 4D scenes that can be viewed from arbitrary trajectories. The code will be made publicly available. Our project page is at https://paintscene4d.github.io/
VideoDrafter: Content-Consistent Multi-Scene Video Generation with LLM
The recent innovations and breakthroughs in diffusion models have significantly expanded the possibilities of generating high-quality videos for the given prompts. Most existing works tackle the single-scene scenario with only one video event occurring in a single background. Extending to generate multi-scene videos nevertheless is not trivial and necessitates to nicely manage the logic in between while preserving the consistent visual appearance of key content across video scenes. In this paper, we propose a novel framework, namely VideoDrafter, for content-consistent multi-scene video generation. Technically, VideoDrafter leverages Large Language Models (LLM) to convert the input prompt into comprehensive multi-scene script that benefits from the logical knowledge learnt by LLM. The script for each scene includes a prompt describing the event, the foreground/background entities, as well as camera movement. VideoDrafter identifies the common entities throughout the script and asks LLM to detail each entity. The resultant entity description is then fed into a text-to-image model to generate a reference image for each entity. Finally, VideoDrafter outputs a multi-scene video by generating each scene video via a diffusion process that takes the reference images, the descriptive prompt of the event and camera movement into account. The diffusion model incorporates the reference images as the condition and alignment to strengthen the content consistency of multi-scene videos. Extensive experiments demonstrate that VideoDrafter outperforms the SOTA video generation models in terms of visual quality, content consistency, and user preference.
STORYANCHORS: Generating Consistent Multi-Scene Story Frames for Long-Form Narratives
This paper introduces StoryAnchors, a unified framework for generating high-quality, multi-scene story frames with strong temporal consistency. The framework employs a bidirectional story generator that integrates both past and future contexts to ensure temporal consistency, character continuity, and smooth scene transitions throughout the narrative. Specific conditions are introduced to distinguish story frame generation from standard video synthesis, facilitating greater scene diversity and enhancing narrative richness. To further improve generation quality, StoryAnchors integrates Multi-Event Story Frame Labeling and Progressive Story Frame Training, enabling the model to capture both overarching narrative flow and event-level dynamics. This approach supports the creation of editable and expandable story frames, allowing for manual modifications and the generation of longer, more complex sequences. Extensive experiments show that StoryAnchors outperforms existing open-source models in key areas such as consistency, narrative coherence, and scene diversity. Its performance in narrative consistency and story richness is also on par with GPT-4o. Ultimately, StoryAnchors pushes the boundaries of story-driven frame generation, offering a scalable, flexible, and highly editable foundation for future research.
CLIP-Layout: Style-Consistent Indoor Scene Synthesis with Semantic Furniture Embedding
Indoor scene synthesis involves automatically picking and placing furniture appropriately on a floor plan, so that the scene looks realistic and is functionally plausible. Such scenes can serve as homes for immersive 3D experiences, or be used to train embodied agents. Existing methods for this task rely on labeled categories of furniture, e.g. bed, chair or table, to generate contextually relevant combinations of furniture. Whether heuristic or learned, these methods ignore instance-level visual attributes of objects, and as a result may produce visually less coherent scenes. In this paper, we introduce an auto-regressive scene model which can output instance-level predictions, using general purpose image embedding based on CLIP. This allows us to learn visual correspondences such as matching color and style, and produce more functionally plausible and aesthetically pleasing scenes. Evaluated on the 3D-FRONT dataset, our model achieves SOTA results in scene synthesis and improves auto-completion metrics by over 50%. Moreover, our embedding-based approach enables zero-shot text-guided scene synthesis and editing, which easily generalizes to furniture not seen during training.
ScenePainter: Semantically Consistent Perpetual 3D Scene Generation with Concept Relation Alignment
Perpetual 3D scene generation aims to produce long-range and coherent 3D view sequences, which is applicable for long-term video synthesis and 3D scene reconstruction. Existing methods follow a "navigate-and-imagine" fashion and rely on outpainting for successive view expansion. However, the generated view sequences suffer from semantic drift issue derived from the accumulated deviation of the outpainting module. To tackle this challenge, we propose ScenePainter, a new framework for semantically consistent 3D scene generation, which aligns the outpainter's scene-specific prior with the comprehension of the current scene. To be specific, we introduce a hierarchical graph structure dubbed SceneConceptGraph to construct relations among multi-level scene concepts, which directs the outpainter for consistent novel views and can be dynamically refined to enhance diversity. Extensive experiments demonstrate that our framework overcomes the semantic drift issue and generates more consistent and immersive 3D view sequences. Project Page: https://xiac20.github.io/ScenePainter/.
IDCNet: Guided Video Diffusion for Metric-Consistent RGBD Scene Generation with Precise Camera Control
We present IDC-Net (Image-Depth Consistency Network), a novel framework designed to generate RGB-D video sequences under explicit camera trajectory control. Unlike approaches that treat RGB and depth generation separately, IDC-Net jointly synthesizes both RGB images and corresponding depth maps within a unified geometry-aware diffusion model. The joint learning framework strengthens spatial and geometric alignment across frames, enabling more precise camera control in the generated sequences. To support the training of this camera-conditioned model and ensure high geometric fidelity, we construct a camera-image-depth consistent dataset with metric-aligned RGB videos, depth maps, and accurate camera poses, which provides precise geometric supervision with notably improved inter-frame geometric consistency. Moreover, we introduce a geometry-aware transformer block that enables fine-grained camera control, enhancing control over the generated sequences. Extensive experiments show that IDC-Net achieves improvements over state-of-the-art approaches in both visual quality and geometric consistency of generated scene sequences. Notably, the generated RGB-D sequences can be directly feed for downstream 3D Scene reconstruction tasks without extra post-processing steps, showcasing the practical benefits of our joint learning framework. See more at https://idcnet-scene.github.io.
3D-Consistent Image Inpainting with Diffusion Models
We address the problem of 3D inconsistency of image inpainting based on diffusion models. We propose a generative model using image pairs that belong to the same scene. To achieve the 3D-consistent and semantically coherent inpainting, we modify the generative diffusion model by incorporating an alternative point of view of the scene into the denoising process. This creates an inductive bias that allows to recover 3D priors while training to denoise in 2D, without explicit 3D supervision. Training unconditional diffusion models with additional images as in-context guidance allows to harmonize the masked and non-masked regions while repainting and ensures the 3D consistency. We evaluate our method on one synthetic and three real-world datasets and show that it generates semantically coherent and 3D-consistent inpaintings and outperforms the state-of-art methods.
Contrastive Sequential-Diffusion Learning: An approach to Multi-Scene Instructional Video Synthesis
Action-centric sequence descriptions like recipe instructions and do-it-yourself projects include non-linear patterns in which the next step may require to be visually consistent not on the immediate previous step but on earlier steps. Current video synthesis approaches fail to generate consistent multi-scene videos for such task descriptions. We propose a contrastive sequential video diffusion method that selects the most suitable previously generated scene to guide and condition the denoising process of the next scene. The result is a multi-scene video that is grounded in the scene descriptions and coherent w.r.t the scenes that require consistent visualisation. Our experiments with real-world data demonstrate the practicality and improved consistency of our model compared to prior work.
Free4D: Tuning-free 4D Scene Generation with Spatial-Temporal Consistency
We present Free4D, a novel tuning-free framework for 4D scene generation from a single image. Existing methods either focus on object-level generation, making scene-level generation infeasible, or rely on large-scale multi-view video datasets for expensive training, with limited generalization ability due to the scarcity of 4D scene data. In contrast, our key insight is to distill pre-trained foundation models for consistent 4D scene representation, which offers promising advantages such as efficiency and generalizability. 1) To achieve this, we first animate the input image using image-to-video diffusion models followed by 4D geometric structure initialization. 2) To turn this coarse structure into spatial-temporal consistent multiview videos, we design an adaptive guidance mechanism with a point-guided denoising strategy for spatial consistency and a novel latent replacement strategy for temporal coherence. 3) To lift these generated observations into consistent 4D representation, we propose a modulation-based refinement to mitigate inconsistencies while fully leveraging the generated information. The resulting 4D representation enables real-time, controllable rendering, marking a significant advancement in single-image-based 4D scene generation.
DreamScene360: Unconstrained Text-to-3D Scene Generation with Panoramic Gaussian Splatting
The increasing demand for virtual reality applications has highlighted the significance of crafting immersive 3D assets. We present a text-to-3D 360^{circ} scene generation pipeline that facilitates the creation of comprehensive 360^{circ} scenes for in-the-wild environments in a matter of minutes. Our approach utilizes the generative power of a 2D diffusion model and prompt self-refinement to create a high-quality and globally coherent panoramic image. This image acts as a preliminary "flat" (2D) scene representation. Subsequently, it is lifted into 3D Gaussians, employing splatting techniques to enable real-time exploration. To produce consistent 3D geometry, our pipeline constructs a spatially coherent structure by aligning the 2D monocular depth into a globally optimized point cloud. This point cloud serves as the initial state for the centroids of 3D Gaussians. In order to address invisible issues inherent in single-view inputs, we impose semantic and geometric constraints on both synthesized and input camera views as regularizations. These guide the optimization of Gaussians, aiding in the reconstruction of unseen regions. In summary, our method offers a globally consistent 3D scene within a 360^{circ} perspective, providing an enhanced immersive experience over existing techniques. Project website at: http://dreamscene360.github.io/
Real-Time Scene Text Detection with Differentiable Binarization and Adaptive Scale Fusion
Recently, segmentation-based scene text detection methods have drawn extensive attention in the scene text detection field, because of their superiority in detecting the text instances of arbitrary shapes and extreme aspect ratios, profiting from the pixel-level descriptions. However, the vast majority of the existing segmentation-based approaches are limited to their complex post-processing algorithms and the scale robustness of their segmentation models, where the post-processing algorithms are not only isolated to the model optimization but also time-consuming and the scale robustness is usually strengthened by fusing multi-scale feature maps directly. In this paper, we propose a Differentiable Binarization (DB) module that integrates the binarization process, one of the most important steps in the post-processing procedure, into a segmentation network. Optimized along with the proposed DB module, the segmentation network can produce more accurate results, which enhances the accuracy of text detection with a simple pipeline. Furthermore, an efficient Adaptive Scale Fusion (ASF) module is proposed to improve the scale robustness by fusing features of different scales adaptively. By incorporating the proposed DB and ASF with the segmentation network, our proposed scene text detector consistently achieves state-of-the-art results, in terms of both detection accuracy and speed, on five standard benchmarks.
LAYOUTDREAMER: Physics-guided Layout for Text-to-3D Compositional Scene Generation
Recently, the field of text-guided 3D scene generation has garnered significant attention. High-quality generation that aligns with physical realism and high controllability is crucial for practical 3D scene applications. However, existing methods face fundamental limitations: (i) difficulty capturing complex relationships between multiple objects described in the text, (ii) inability to generate physically plausible scene layouts, and (iii) lack of controllability and extensibility in compositional scenes. In this paper, we introduce LayoutDreamer, a framework that leverages 3D Gaussian Splatting (3DGS) to facilitate high-quality, physically consistent compositional scene generation guided by text. Specifically, given a text prompt, we convert it into a directed scene graph and adaptively adjust the density and layout of the initial compositional 3D Gaussians. Subsequently, dynamic camera adjustments are made based on the training focal point to ensure entity-level generation quality. Finally, by extracting directed dependencies from the scene graph, we tailor physical and layout energy to ensure both realism and flexibility. Comprehensive experiments demonstrate that LayoutDreamer outperforms other compositional scene generation quality and semantic alignment methods. Specifically, it achieves state-of-the-art (SOTA) performance in the multiple objects generation metric of T3Bench.
Video Perception Models for 3D Scene Synthesis
Traditionally, 3D scene synthesis requires expert knowledge and significant manual effort. Automating this process could greatly benefit fields such as architectural design, robotics simulation, virtual reality, and gaming. Recent approaches to 3D scene synthesis often rely on the commonsense reasoning of large language models (LLMs) or strong visual priors of modern image generation models. However, current LLMs demonstrate limited 3D spatial reasoning ability, which restricts their ability to generate realistic and coherent 3D scenes. Meanwhile, image generation-based methods often suffer from constraints in viewpoint selection and multi-view inconsistencies. In this work, we present Video Perception models for 3D Scene synthesis (VIPScene), a novel framework that exploits the encoded commonsense knowledge of the 3D physical world in video generation models to ensure coherent scene layouts and consistent object placements across views. VIPScene accepts both text and image prompts and seamlessly integrates video generation, feedforward 3D reconstruction, and open-vocabulary perception models to semantically and geometrically analyze each object in a scene. This enables flexible scene synthesis with high realism and structural consistency. For more precise analysis, we further introduce First-Person View Score (FPVScore) for coherence and plausibility evaluation, utilizing continuous first-person perspective to capitalize on the reasoning ability of multimodal large language models. Extensive experiments show that VIPScene significantly outperforms existing methods and generalizes well across diverse scenarios. The code will be released.
Director3D: Real-world Camera Trajectory and 3D Scene Generation from Text
Recent advancements in 3D generation have leveraged synthetic datasets with ground truth 3D assets and predefined cameras. However, the potential of adopting real-world datasets, which can produce significantly more realistic 3D scenes, remains largely unexplored. In this work, we delve into the key challenge of the complex and scene-specific camera trajectories found in real-world captures. We introduce Director3D, a robust open-world text-to-3D generation framework, designed to generate both real-world 3D scenes and adaptive camera trajectories. To achieve this, (1) we first utilize a Trajectory Diffusion Transformer, acting as the Cinematographer, to model the distribution of camera trajectories based on textual descriptions. (2) Next, a Gaussian-driven Multi-view Latent Diffusion Model serves as the Decorator, modeling the image sequence distribution given the camera trajectories and texts. This model, fine-tuned from a 2D diffusion model, directly generates pixel-aligned 3D Gaussians as an immediate 3D scene representation for consistent denoising. (3) Lastly, the 3D Gaussians are refined by a novel SDS++ loss as the Detailer, which incorporates the prior of the 2D diffusion model. Extensive experiments demonstrate that Director3D outperforms existing methods, offering superior performance in real-world 3D generation.
TrackOcc: Camera-based 4D Panoptic Occupancy Tracking
Comprehensive and consistent dynamic scene understanding from camera input is essential for advanced autonomous systems. Traditional camera-based perception tasks like 3D object tracking and semantic occupancy prediction lack either spatial comprehensiveness or temporal consistency. In this work, we introduce a brand-new task, Camera-based 4D Panoptic Occupancy Tracking, which simultaneously addresses panoptic occupancy segmentation and object tracking from camera-only input. Furthermore, we propose TrackOcc, a cutting-edge approach that processes image inputs in a streaming, end-to-end manner with 4D panoptic queries to address the proposed task. Leveraging the localization-aware loss, TrackOcc enhances the accuracy of 4D panoptic occupancy tracking without bells and whistles. Experimental results demonstrate that our method achieves state-of-the-art performance on the Waymo dataset. The source code will be released at https://github.com/Tsinghua-MARS-Lab/TrackOcc.
Radiant Foam: Real-Time Differentiable Ray Tracing
Research on differentiable scene representations is consistently moving towards more efficient, real-time models. Recently, this has led to the popularization of splatting methods, which eschew the traditional ray-based rendering of radiance fields in favor of rasterization. This has yielded a significant improvement in rendering speeds due to the efficiency of rasterization algorithms and hardware, but has come at a cost: the approximations that make rasterization efficient also make implementation of light transport phenomena like reflection and refraction much more difficult. We propose a novel scene representation which avoids these approximations, but keeps the efficiency and reconstruction quality of splatting by leveraging a decades-old efficient volumetric mesh ray tracing algorithm which has been largely overlooked in recent computer vision research. The resulting model, which we name Radiant Foam, achieves rendering speed and quality comparable to Gaussian Splatting, without the constraints of rasterization. Unlike ray traced Gaussian models that use hardware ray tracing acceleration, our method requires no special hardware or APIs beyond the standard features of a programmable GPU.
Text2Room: Extracting Textured 3D Meshes from 2D Text-to-Image Models
We present Text2Room, a method for generating room-scale textured 3D meshes from a given text prompt as input. To this end, we leverage pre-trained 2D text-to-image models to synthesize a sequence of images from different poses. In order to lift these outputs into a consistent 3D scene representation, we combine monocular depth estimation with a text-conditioned inpainting model. The core idea of our approach is a tailored viewpoint selection such that the content of each image can be fused into a seamless, textured 3D mesh. More specifically, we propose a continuous alignment strategy that iteratively fuses scene frames with the existing geometry to create a seamless mesh. Unlike existing works that focus on generating single objects or zoom-out trajectories from text, our method generates complete 3D scenes with multiple objects and explicit 3D geometry. We evaluate our approach using qualitative and quantitative metrics, demonstrating it as the first method to generate room-scale 3D geometry with compelling textures from only text as input.
NeRFiller: Completing Scenes via Generative 3D Inpainting
We propose NeRFiller, an approach that completes missing portions of a 3D capture via generative 3D inpainting using off-the-shelf 2D visual generative models. Often parts of a captured 3D scene or object are missing due to mesh reconstruction failures or a lack of observations (e.g., contact regions, such as the bottom of objects, or hard-to-reach areas). We approach this challenging 3D inpainting problem by leveraging a 2D inpainting diffusion model. We identify a surprising behavior of these models, where they generate more 3D consistent inpaints when images form a 2times2 grid, and show how to generalize this behavior to more than four images. We then present an iterative framework to distill these inpainted regions into a single consistent 3D scene. In contrast to related works, we focus on completing scenes rather than deleting foreground objects, and our approach does not require tight 2D object masks or text. We compare our approach to relevant baselines adapted to our setting on a variety of scenes, where NeRFiller creates the most 3D consistent and plausible scene completions. Our project page is at https://ethanweber.me/nerfiller.
Painting 3D Nature in 2D: View Synthesis of Natural Scenes from a Single Semantic Mask
We introduce a novel approach that takes a single semantic mask as input to synthesize multi-view consistent color images of natural scenes, trained with a collection of single images from the Internet. Prior works on 3D-aware image synthesis either require multi-view supervision or learning category-level prior for specific classes of objects, which can hardly work for natural scenes. Our key idea to solve this challenging problem is to use a semantic field as the intermediate representation, which is easier to reconstruct from an input semantic mask and then translate to a radiance field with the assistance of off-the-shelf semantic image synthesis models. Experiments show that our method outperforms baseline methods and produces photorealistic, multi-view consistent videos of a variety of natural scenes.
Probing the 3D Awareness of Visual Foundation Models
Recent advances in large-scale pretraining have yielded visual foundation models with strong capabilities. Not only can recent models generalize to arbitrary images for their training task, their intermediate representations are useful for other visual tasks such as detection and segmentation. Given that such models can classify, delineate, and localize objects in 2D, we ask whether they also represent their 3D structure? In this work, we analyze the 3D awareness of visual foundation models. We posit that 3D awareness implies that representations (1) encode the 3D structure of the scene and (2) consistently represent the surface across views. We conduct a series of experiments using task-specific probes and zero-shot inference procedures on frozen features. Our experiments reveal several limitations of the current models. Our code and analysis can be found at https://github.com/mbanani/probe3d.
WeatherEdit: Controllable Weather Editing with 4D Gaussian Field
In this work, we present WeatherEdit, a novel weather editing pipeline for generating realistic weather effects with controllable types and severity in 3D scenes. Our approach is structured into two key components: weather background editing and weather particle construction. For weather background editing, we introduce an all-in-one adapter that integrates multiple weather styles into a single pretrained diffusion model, enabling the generation of diverse weather effects in 2D image backgrounds. During inference, we design a Temporal-View (TV-) attention mechanism that follows a specific order to aggregate temporal and spatial information, ensuring consistent editing across multi-frame and multi-view images. To construct the weather particles, we first reconstruct a 3D scene using the edited images and then introduce a dynamic 4D Gaussian field to generate snowflakes, raindrops and fog in the scene. The attributes and dynamics of these particles are precisely controlled through physical-based modelling and simulation, ensuring realistic weather representation and flexible severity adjustments. Finally, we integrate the 4D Gaussian field with the 3D scene to render consistent and highly realistic weather effects. Experiments on multiple driving datasets demonstrate that WeatherEdit can generate diverse weather effects with controllable condition severity, highlighting its potential for autonomous driving simulation in adverse weather. See project page: https://jumponthemoon.github.io/w-edit
Laser: Efficient Language-Guided Segmentation in Neural Radiance Fields
In this work, we propose a method that leverages CLIP feature distillation, achieving efficient 3D segmentation through language guidance. Unlike previous methods that rely on multi-scale CLIP features and are limited by processing speed and storage requirements, our approach aims to streamline the workflow by directly and effectively distilling dense CLIP features, thereby achieving precise segmentation of 3D scenes using text. To achieve this, we introduce an adapter module and mitigate the noise issue in the dense CLIP feature distillation process through a self-cross-training strategy. Moreover, to enhance the accuracy of segmentation edges, this work presents a low-rank transient query attention mechanism. To ensure the consistency of segmentation for similar colors under different viewpoints, we convert the segmentation task into a classification task through label volume, which significantly improves the consistency of segmentation in color-similar areas. We also propose a simplified text augmentation strategy to alleviate the issue of ambiguity in the correspondence between CLIP features and text. Extensive experimental results show that our method surpasses current state-of-the-art technologies in both training speed and performance. Our code is available on: https://github.com/xingy038/Laser.git.
DreamRunner: Fine-Grained Storytelling Video Generation with Retrieval-Augmented Motion Adaptation
Storytelling video generation (SVG) has recently emerged as a task to create long, multi-motion, multi-scene videos that consistently represent the story described in the input text script. SVG holds great potential for diverse content creation in media and entertainment; however, it also presents significant challenges: (1) objects must exhibit a range of fine-grained, complex motions, (2) multiple objects need to appear consistently across scenes, and (3) subjects may require multiple motions with seamless transitions within a single scene. To address these challenges, we propose DreamRunner, a novel story-to-video generation method: First, we structure the input script using a large language model (LLM) to facilitate both coarse-grained scene planning as well as fine-grained object-level layout and motion planning. Next, DreamRunner presents retrieval-augmented test-time adaptation to capture target motion priors for objects in each scene, supporting diverse motion customization based on retrieved videos, thus facilitating the generation of new videos with complex, scripted motions. Lastly, we propose a novel spatial-temporal region-based 3D attention and prior injection module SR3AI for fine-grained object-motion binding and frame-by-frame semantic control. We compare DreamRunner with various SVG baselines, demonstrating state-of-the-art performance in character consistency, text alignment, and smooth transitions. Additionally, DreamRunner exhibits strong fine-grained condition-following ability in compositional text-to-video generation, significantly outperforming baselines on T2V-ComBench. Finally, we validate DreamRunner's robust ability to generate multi-object interactions with qualitative examples.
DiffDreamer: Towards Consistent Unsupervised Single-view Scene Extrapolation with Conditional Diffusion Models
Scene extrapolation -- the idea of generating novel views by flying into a given image -- is a promising, yet challenging task. For each predicted frame, a joint inpainting and 3D refinement problem has to be solved, which is ill posed and includes a high level of ambiguity. Moreover, training data for long-range scenes is difficult to obtain and usually lacks sufficient views to infer accurate camera poses. We introduce DiffDreamer, an unsupervised framework capable of synthesizing novel views depicting a long camera trajectory while training solely on internet-collected images of nature scenes. Utilizing the stochastic nature of the guided denoising steps, we train the diffusion models to refine projected RGBD images but condition the denoising steps on multiple past and future frames for inference. We demonstrate that image-conditioned diffusion models can effectively perform long-range scene extrapolation while preserving consistency significantly better than prior GAN-based methods. DiffDreamer is a powerful and efficient solution for scene extrapolation, producing impressive results despite limited supervision. Project page: https://primecai.github.io/diffdreamer.
VMem: Consistent Interactive Video Scene Generation with Surfel-Indexed View Memory
We propose a novel memory mechanism to build video generators that can explore environments interactively. Similar results have previously been achieved by out-painting 2D views of the scene while incrementally reconstructing its 3D geometry, which quickly accumulates errors, or by video generators with a short context window, which struggle to maintain scene coherence over the long term. To address these limitations, we introduce Surfel-Indexed View Memory (VMem), a mechanism that remembers past views by indexing them geometrically based on the 3D surface elements (surfels) they have observed. VMem enables the efficient retrieval of the most relevant past views when generating new ones. By focusing only on these relevant views, our method produces consistent explorations of imagined environments at a fraction of the computational cost of using all past views as context. We evaluate our approach on challenging long-term scene synthesis benchmarks and demonstrate superior performance compared to existing methods in maintaining scene coherence and camera control.
Style-Consistent 3D Indoor Scene Synthesis with Decoupled Objects
Controllable 3D indoor scene synthesis stands at the forefront of technological progress, offering various applications like gaming, film, and augmented/virtual reality. The capability to stylize and de-couple objects within these scenarios is a crucial factor, providing an advanced level of control throughout the editing process. This control extends not just to manipulating geometric attributes like translation and scaling but also includes managing appearances, such as stylization. Current methods for scene stylization are limited to applying styles to the entire scene, without the ability to separate and customize individual objects. Addressing the intricacies of this challenge, we introduce a unique pipeline designed for synthesis 3D indoor scenes. Our approach involves strategically placing objects within the scene, utilizing information from professionally designed bounding boxes. Significantly, our pipeline prioritizes maintaining style consistency across multiple objects within the scene, ensuring a cohesive and visually appealing result aligned with the desired aesthetic. The core strength of our pipeline lies in its ability to generate 3D scenes that are not only visually impressive but also exhibit features like photorealism, multi-view consistency, and diversity. These scenes are crafted in response to various natural language prompts, demonstrating the versatility and adaptability of our model.
CineVerse: Consistent Keyframe Synthesis for Cinematic Scene Composition
We present CineVerse, a novel framework for the task of cinematic scene composition. Similar to traditional multi-shot generation, our task emphasizes the need for consistency and continuity across frames. However, our task also focuses on addressing challenges inherent to filmmaking, such as multiple characters, complex interactions, and visual cinematic effects. In order to learn to generate such content, we first create the CineVerse dataset. We use this dataset to train our proposed two-stage approach. First, we prompt a large language model (LLM) with task-specific instructions to take in a high-level scene description and generate a detailed plan for the overall setting and characters, as well as the individual shots. Then, we fine-tune a text-to-image generation model to synthesize high-quality visual keyframes. Experimental results demonstrate that CineVerse yields promising improvements in generating visually coherent and contextually rich movie scenes, paving the way for further exploration in cinematic video synthesis.
PanoDreamer: Consistent Text to 360-Degree Scene Generation
Automatically generating a complete 3D scene from a text description, a reference image, or both has significant applications in fields like virtual reality and gaming. However, current methods often generate low-quality textures and inconsistent 3D structures. This is especially true when extrapolating significantly beyond the field of view of the reference image. To address these challenges, we propose PanoDreamer, a novel framework for consistent, 3D scene generation with flexible text and image control. Our approach employs a large language model and a warp-refine pipeline, first generating an initial set of images and then compositing them into a 360-degree panorama. This panorama is then lifted into 3D to form an initial point cloud. We then use several approaches to generate additional images, from different viewpoints, that are consistent with the initial point cloud and expand/refine the initial point cloud. Given the resulting set of images, we utilize 3D Gaussian Splatting to create the final 3D scene, which can then be rendered from different viewpoints. Experiments demonstrate the effectiveness of PanoDreamer in generating high-quality, geometrically consistent 3D scenes.
SyncNoise: Geometrically Consistent Noise Prediction for Text-based 3D Scene Editing
Text-based 2D diffusion models have demonstrated impressive capabilities in image generation and editing. Meanwhile, the 2D diffusion models also exhibit substantial potentials for 3D editing tasks. However, how to achieve consistent edits across multiple viewpoints remains a challenge. While the iterative dataset update method is capable of achieving global consistency, it suffers from slow convergence and over-smoothed textures. We propose SyncNoise, a novel geometry-guided multi-view consistent noise editing approach for high-fidelity 3D scene editing. SyncNoise synchronously edits multiple views with 2D diffusion models while enforcing multi-view noise predictions to be geometrically consistent, which ensures global consistency in both semantic structure and low-frequency appearance. To further enhance local consistency in high-frequency details, we set a group of anchor views and propagate them to their neighboring frames through cross-view reprojection. To improve the reliability of multi-view correspondences, we introduce depth supervision during training to enhance the reconstruction of precise geometries. Our method achieves high-quality 3D editing results respecting the textual instructions, especially in scenes with complex textures, by enhancing geometric consistency at the noise and pixel levels.
ConsistDreamer: 3D-Consistent 2D Diffusion for High-Fidelity Scene Editing
This paper proposes ConsistDreamer - a novel framework that lifts 2D diffusion models with 3D awareness and 3D consistency, thus enabling high-fidelity instruction-guided scene editing. To overcome the fundamental limitation of missing 3D consistency in 2D diffusion models, our key insight is to introduce three synergetic strategies that augment the input of the 2D diffusion model to become 3D-aware and to explicitly enforce 3D consistency during the training process. Specifically, we design surrounding views as context-rich input for the 2D diffusion model, and generate 3D-consistent, structured noise instead of image-independent noise. Moreover, we introduce self-supervised consistency-enforcing training within the per-scene editing procedure. Extensive evaluation shows that our ConsistDreamer achieves state-of-the-art performance for instruction-guided scene editing across various scenes and editing instructions, particularly in complicated large-scale indoor scenes from ScanNet++, with significantly improved sharpness and fine-grained textures. Notably, ConsistDreamer stands as the first work capable of successfully editing complex (e.g., plaid/checkered) patterns. Our project page is at immortalco.github.io/ConsistDreamer.
Tinker: Diffusion's Gift to 3D--Multi-View Consistent Editing From Sparse Inputs without Per-Scene Optimization
We introduce Tinker, a versatile framework for high-fidelity 3D editing that operates in both one-shot and few-shot regimes without any per-scene finetuning. Unlike prior techniques that demand extensive per-scene optimization to ensure multi-view consistency or to produce dozens of consistent edited input views, Tinker delivers robust, multi-view consistent edits from as few as one or two images. This capability stems from repurposing pretrained diffusion models, which unlocks their latent 3D awareness. To drive research in this space, we curate the first large-scale multi-view editing dataset and data pipeline, spanning diverse scenes and styles. Building on this dataset, we develop our framework capable of generating multi-view consistent edited views without per-scene training, which consists of two novel components: (1) Referring multi-view editor: Enables precise, reference-driven edits that remain coherent across all viewpoints. (2) Any-view-to-video synthesizer: Leverages spatial-temporal priors from video diffusion to perform high-quality scene completion and novel-view generation even from sparse inputs. Through extensive experiments, Tinker significantly reduces the barrier to generalizable 3D content creation, achieving state-of-the-art performance on editing, novel-view synthesis, and rendering enhancement tasks. We believe that Tinker represents a key step towards truly scalable, zero-shot 3D editing. Project webpage: https://aim-uofa.github.io/Tinker
Voyager: Long-Range and World-Consistent Video Diffusion for Explorable 3D Scene Generation
Real-world applications like video gaming and virtual reality often demand the ability to model 3D scenes that users can explore along custom camera trajectories. While significant progress has been made in generating 3D objects from text or images, creating long-range, 3D-consistent, explorable 3D scenes remains a complex and challenging problem. In this work, we present Voyager, a novel video diffusion framework that generates world-consistent 3D point-cloud sequences from a single image with user-defined camera path. Unlike existing approaches, Voyager achieves end-to-end scene generation and reconstruction with inherent consistency across frames, eliminating the need for 3D reconstruction pipelines (e.g., structure-from-motion or multi-view stereo). Our method integrates three key components: 1) World-Consistent Video Diffusion: A unified architecture that jointly generates aligned RGB and depth video sequences, conditioned on existing world observation to ensure global coherence 2) Long-Range World Exploration: An efficient world cache with point culling and an auto-regressive inference with smooth video sampling for iterative scene extension with context-aware consistency, and 3) Scalable Data Engine: A video reconstruction pipeline that automates camera pose estimation and metric depth prediction for arbitrary videos, enabling large-scale, diverse training data curation without manual 3D annotations. Collectively, these designs result in a clear improvement over existing methods in visual quality and geometric accuracy, with versatile applications.
MeSS: City Mesh-Guided Outdoor Scene Generation with Cross-View Consistent Diffusion
Mesh models have become increasingly accessible for numerous cities; however, the lack of realistic textures restricts their application in virtual urban navigation and autonomous driving. To address this, this paper proposes MeSS (Meshbased Scene Synthesis) for generating high-quality, styleconsistent outdoor scenes with city mesh models serving as the geometric prior. While image and video diffusion models can leverage spatial layouts (such as depth maps or HD maps) as control conditions to generate street-level perspective views, they are not directly applicable to 3D scene generation. Video diffusion models excel at synthesizing consistent view sequences that depict scenes but often struggle to adhere to predefined camera paths or align accurately with rendered control videos. In contrast, image diffusion models, though unable to guarantee cross-view visual consistency, can produce more geometry-aligned results when combined with ControlNet. Building on this insight, our approach enhances image diffusion models by improving cross-view consistency. The pipeline comprises three key stages: first, we generate geometrically consistent sparse views using Cascaded Outpainting ControlNets; second, we propagate denser intermediate views via a component dubbed AGInpaint; and third, we globally eliminate visual inconsistencies (e.g., varying exposure) using the GCAlign module. Concurrently with generation, a 3D Gaussian Splatting (3DGS) scene is reconstructed by initializing Gaussian balls on the mesh surface. Our method outperforms existing approaches in both geometric alignment and generation quality. Once synthesized, the scene can be rendered in diverse styles through relighting and style transfer techniques.
VistaDream: Sampling multiview consistent images for single-view scene reconstruction
In this paper, we propose VistaDream a novel framework to reconstruct a 3D scene from a single-view image. Recent diffusion models enable generating high-quality novel-view images from a single-view input image. Most existing methods only concentrate on building the consistency between the input image and the generated images while losing the consistency between the generated images. VistaDream addresses this problem by a two-stage pipeline. In the first stage, VistaDream begins with building a global coarse 3D scaffold by zooming out a little step with inpainted boundaries and an estimated depth map. Then, on this global scaffold, we use iterative diffusion-based RGB-D inpainting to generate novel-view images to inpaint the holes of the scaffold. In the second stage, we further enhance the consistency between the generated novel-view images by a novel training-free Multiview Consistency Sampling (MCS) that introduces multi-view consistency constraints in the reverse sampling process of diffusion models. Experimental results demonstrate that without training or fine-tuning existing diffusion models, VistaDream achieves consistent and high-quality novel view synthesis using just single-view images and outperforms baseline methods by a large margin. The code, videos, and interactive demos are available at https://vistadream-project-page.github.io/.
Imaginative World Modeling with Scene Graphs for Embodied Agent Navigation
Semantic navigation requires an agent to navigate toward a specified target in an unseen environment. Employing an imaginative navigation strategy that predicts future scenes before taking action, can empower the agent to find target faster. Inspired by this idea, we propose SGImagineNav, a novel imaginative navigation framework that leverages symbolic world modeling to proactively build a global environmental representation. SGImagineNav maintains an evolving hierarchical scene graphs and uses large language models to predict and explore unseen parts of the environment. While existing methods solely relying on past observations, this imaginative scene graph provides richer semantic context, enabling the agent to proactively estimate target locations. Building upon this, SGImagineNav adopts an adaptive navigation strategy that exploits semantic shortcuts when promising and explores unknown areas otherwise to gather additional context. This strategy continuously expands the known environment and accumulates valuable semantic contexts, ultimately guiding the agent toward the target. SGImagineNav is evaluated in both real-world scenarios and simulation benchmarks. SGImagineNav consistently outperforms previous methods, improving success rate to 65.4 and 66.8 on HM3D and HSSD, and demonstrating cross-floor and cross-room navigation in real-world environments, underscoring its effectiveness and generalizability.
XVerse: Consistent Multi-Subject Control of Identity and Semantic Attributes via DiT Modulation
Achieving fine-grained control over subject identity and semantic attributes (pose, style, lighting) in text-to-image generation, particularly for multiple subjects, often undermines the editability and coherence of Diffusion Transformers (DiTs). Many approaches introduce artifacts or suffer from attribute entanglement. To overcome these challenges, we propose a novel multi-subject controlled generation model XVerse. By transforming reference images into offsets for token-specific text-stream modulation, XVerse allows for precise and independent control for specific subject without disrupting image latents or features. Consequently, XVerse offers high-fidelity, editable multi-subject image synthesis with robust control over individual subject characteristics and semantic attributes. This advancement significantly improves personalized and complex scene generation capabilities.
MVInpainter: Learning Multi-View Consistent Inpainting to Bridge 2D and 3D Editing
Novel View Synthesis (NVS) and 3D generation have recently achieved prominent improvements. However, these works mainly focus on confined categories or synthetic 3D assets, which are discouraged from generalizing to challenging in-the-wild scenes and fail to be employed with 2D synthesis directly. Moreover, these methods heavily depended on camera poses, limiting their real-world applications. To overcome these issues, we propose MVInpainter, re-formulating the 3D editing as a multi-view 2D inpainting task. Specifically, MVInpainter partially inpaints multi-view images with the reference guidance rather than intractably generating an entirely novel view from scratch, which largely simplifies the difficulty of in-the-wild NVS and leverages unmasked clues instead of explicit pose conditions. To ensure cross-view consistency, MVInpainter is enhanced by video priors from motion components and appearance guidance from concatenated reference key&value attention. Furthermore, MVInpainter incorporates slot attention to aggregate high-level optical flow features from unmasked regions to control the camera movement with pose-free training and inference. Sufficient scene-level experiments on both object-centric and forward-facing datasets verify the effectiveness of MVInpainter, including diverse tasks, such as multi-view object removal, synthesis, insertion, and replacement. The project page is https://ewrfcas.github.io/MVInpainter/.
SceNeRFlow: Time-Consistent Reconstruction of General Dynamic Scenes
Existing methods for the 4D reconstruction of general, non-rigidly deforming objects focus on novel-view synthesis and neglect correspondences. However, time consistency enables advanced downstream tasks like 3D editing, motion analysis, or virtual-asset creation. We propose SceNeRFlow to reconstruct a general, non-rigid scene in a time-consistent manner. Our dynamic-NeRF method takes multi-view RGB videos and background images from static cameras with known camera parameters as input. It then reconstructs the deformations of an estimated canonical model of the geometry and appearance in an online fashion. Since this canonical model is time-invariant, we obtain correspondences even for long-term, long-range motions. We employ neural scene representations to parametrize the components of our method. Like prior dynamic-NeRF methods, we use a backwards deformation model. We find non-trivial adaptations of this model necessary to handle larger motions: We decompose the deformations into a strongly regularized coarse component and a weakly regularized fine component, where the coarse component also extends the deformation field into the space surrounding the object, which enables tracking over time. We show experimentally that, unlike prior work that only handles small motion, our method enables the reconstruction of studio-scale motions.
Consistent-1-to-3: Consistent Image to 3D View Synthesis via Geometry-aware Diffusion Models
Zero-shot novel view synthesis (NVS) from a single image is an essential problem in 3D object understanding. While recent approaches that leverage pre-trained generative models can synthesize high-quality novel views from in-the-wild inputs, they still struggle to maintain 3D consistency across different views. In this paper, we present Consistent-1-to-3, which is a generative framework that significantly mitigate this issue. Specifically, we decompose the NVS task into two stages: (i) transforming observed regions to a novel view, and (ii) hallucinating unseen regions. We design a scene representation transformer and view-conditioned diffusion model for performing these two stages respectively. Inside the models, to enforce 3D consistency, we propose to employ epipolor-guided attention to incorporate geometry constraints, and multi-view attention to better aggregate multi-view information. Finally, we design a hierarchy generation paradigm to generate long sequences of consistent views, allowing a full 360 observation of the provided object image. Qualitative and quantitative evaluation over multiple datasets demonstrate the effectiveness of the proposed mechanisms against state-of-the-art approaches. Our project page is at https://jianglongye.com/consistent123/
View-Consistent Hierarchical 3D Segmentation Using Ultrametric Feature Fields
Large-scale vision foundation models such as Segment Anything (SAM) demonstrate impressive performance in zero-shot image segmentation at multiple levels of granularity. However, these zero-shot predictions are rarely 3D-consistent. As the camera viewpoint changes in a scene, so do the segmentation predictions, as well as the characterizations of "coarse" or "fine" granularity. In this work, we address the challenging task of lifting multi-granular and view-inconsistent image segmentations into a hierarchical and 3D-consistent representation. We learn a novel feature field within a Neural Radiance Field (NeRF) representing a 3D scene, whose segmentation structure can be revealed at different scales by simply using different thresholds on feature distance. Our key idea is to learn an ultrametric feature space, which unlike a Euclidean space, exhibits transitivity in distance-based grouping, naturally leading to a hierarchical clustering. Put together, our method takes view-inconsistent multi-granularity 2D segmentations as input and produces a hierarchy of 3D-consistent segmentations as output. We evaluate our method and several baselines on synthetic datasets with multi-view images and multi-granular segmentation, showcasing improved accuracy and viewpoint-consistency. We additionally provide qualitative examples of our model's 3D hierarchical segmentations in real world scenes. The code and dataset are available at https://github.com/hardyho/ultrametric_feature_fields
SPATIALGEN: Layout-guided 3D Indoor Scene Generation
Creating high-fidelity 3D models of indoor environments is essential for applications in design, virtual reality, and robotics. However, manual 3D modeling remains time-consuming and labor-intensive. While recent advances in generative AI have enabled automated scene synthesis, existing methods often face challenges in balancing visual quality, diversity, semantic consistency, and user control. A major bottleneck is the lack of a large-scale, high-quality dataset tailored to this task. To address this gap, we introduce a comprehensive synthetic dataset, featuring 12,328 structured annotated scenes with 57,440 rooms, and 4.7M photorealistic 2D renderings. Leveraging this dataset, we present SpatialGen, a novel multi-view multi-modal diffusion model that generates realistic and semantically consistent 3D indoor scenes. Given a 3D layout and a reference image (derived from a text prompt), our model synthesizes appearance (color image), geometry (scene coordinate map), and semantic (semantic segmentation map) from arbitrary viewpoints, while preserving spatial consistency across modalities. SpatialGen consistently generates superior results to previous methods in our experiments. We are open-sourcing our data and models to empower the community and advance the field of indoor scene understanding and generation.
ReStyle3D: Scene-Level Appearance Transfer with Semantic Correspondences
We introduce ReStyle3D, a novel framework for scene-level appearance transfer from a single style image to a real-world scene represented by multiple views. The method combines explicit semantic correspondences with multi-view consistency to achieve precise and coherent stylization. Unlike conventional stylization methods that apply a reference style globally, ReStyle3D uses open-vocabulary segmentation to establish dense, instance-level correspondences between the style and real-world images. This ensures that each object is stylized with semantically matched textures. It first transfers the style to a single view using a training-free semantic-attention mechanism in a diffusion model. It then lifts the stylization to additional views via a learned warp-and-refine network guided by monocular depth and pixel-wise correspondences. Experiments show that ReStyle3D consistently outperforms prior methods in structure preservation, perceptual style similarity, and multi-view coherence. User studies further validate its ability to produce photo-realistic, semantically faithful results. Our code, pretrained models, and dataset will be publicly released, to support new applications in interior design, virtual staging, and 3D-consistent stylization.
SHaDe: Compact and Consistent Dynamic 3D Reconstruction via Tri-Plane Deformation and Latent Diffusion
We present a novel framework for dynamic 3D scene reconstruction that integrates three key components: an explicit tri-plane deformation field, a view-conditioned canonical radiance field with spherical harmonics (SH) attention, and a temporally-aware latent diffusion prior. Our method encodes 4D scenes using three orthogonal 2D feature planes that evolve over time, enabling efficient and compact spatiotemporal representation. These features are explicitly warped into a canonical space via a deformation offset field, eliminating the need for MLP-based motion modeling. In canonical space, we replace traditional MLP decoders with a structured SH-based rendering head that synthesizes view-dependent color via attention over learned frequency bands improving both interpretability and rendering efficiency. To further enhance fidelity and temporal consistency, we introduce a transformer-guided latent diffusion module that refines the tri-plane and deformation features in a compressed latent space. This generative module denoises scene representations under ambiguous or out-of-distribution (OOD) motion, improving generalization. Our model is trained in two stages: the diffusion module is first pre-trained independently, and then fine-tuned jointly with the full pipeline using a combination of image reconstruction, diffusion denoising, and temporal consistency losses. We demonstrate state-of-the-art results on synthetic benchmarks, surpassing recent methods such as HexPlane and 4D Gaussian Splatting in visual quality, temporal coherence, and robustness to sparse-view dynamic inputs.
Pointmap-Conditioned Diffusion for Consistent Novel View Synthesis
In this paper, we present PointmapDiffusion, a novel framework for single-image novel view synthesis (NVS) that utilizes pre-trained 2D diffusion models. Our method is the first to leverage pointmaps (i.e. rasterized 3D scene coordinates) as a conditioning signal, capturing geometric prior from the reference images to guide the diffusion process. By embedding reference attention blocks and a ControlNet for pointmap features, our model balances between generative capability and geometric consistency, enabling accurate view synthesis across varying viewpoints. Extensive experiments on diverse real-world datasets demonstrate that PointmapDiffusion achieves high-quality, multi-view consistent results with significantly fewer trainable parameters compared to other baselines for single-image NVS tasks.
DynamicStereo: Consistent Dynamic Depth from Stereo Videos
We consider the problem of reconstructing a dynamic scene observed from a stereo camera. Most existing methods for depth from stereo treat different stereo frames independently, leading to temporally inconsistent depth predictions. Temporal consistency is especially important for immersive AR or VR scenarios, where flickering greatly diminishes the user experience. We propose DynamicStereo, a novel transformer-based architecture to estimate disparity for stereo videos. The network learns to pool information from neighboring frames to improve the temporal consistency of its predictions. Our architecture is designed to process stereo videos efficiently through divided attention layers. We also introduce Dynamic Replica, a new benchmark dataset containing synthetic videos of people and animals in scanned environments, which provides complementary training and evaluation data for dynamic stereo closer to real applications than existing datasets. Training with this dataset further improves the quality of predictions of our proposed DynamicStereo as well as prior methods. Finally, it acts as a benchmark for consistent stereo methods.
SIGNeRF: Scene Integrated Generation for Neural Radiance Fields
Advances in image diffusion models have recently led to notable improvements in the generation of high-quality images. In combination with Neural Radiance Fields (NeRFs), they enabled new opportunities in 3D generation. However, most generative 3D approaches are object-centric and applying them to editing existing photorealistic scenes is not trivial. We propose SIGNeRF, a novel approach for fast and controllable NeRF scene editing and scene-integrated object generation. A new generative update strategy ensures 3D consistency across the edited images, without requiring iterative optimization. We find that depth-conditioned diffusion models inherently possess the capability to generate 3D consistent views by requesting a grid of images instead of single views. Based on these insights, we introduce a multi-view reference sheet of modified images. Our method updates an image collection consistently based on the reference sheet and refines the original NeRF with the newly generated image set in one go. By exploiting the depth conditioning mechanism of the image diffusion model, we gain fine control over the spatial location of the edit and enforce shape guidance by a selected region or an external mesh.
T$^3$-S2S: Training-free Triplet Tuning for Sketch to Scene Generation
Scene generation is crucial to many computer graphics applications. Recent advances in generative AI have streamlined sketch-to-image workflows, easing the workload for artists and designers in creating scene concept art. However, these methods often struggle for complex scenes with multiple detailed objects, sometimes missing small or uncommon instances. In this paper, we propose a Training-free Triplet Tuning for Sketch-to-Scene (T3-S2S) generation after reviewing the entire cross-attention mechanism. This scheme revitalizes the existing ControlNet model, enabling effective handling of multi-instance generations, involving prompt balance, characteristics prominence, and dense tuning. Specifically, this approach enhances keyword representation via the prompt balance module, reducing the risk of missing critical instances. It also includes a characteristics prominence module that highlights TopK indices in each channel, ensuring essential features are better represented based on token sketches. Additionally, it employs dense tuning to refine contour details in the attention map, compensating for instance-related regions. Experiments validate that our triplet tuning approach substantially improves the performance of existing sketch-to-image models. It consistently generates detailed, multi-instance 2D images, closely adhering to the input prompts and enhancing visual quality in complex multi-instance scenes. Code is available at https://github.com/chaos-sun/t3s2s.git.
NDC-Scene: Boost Monocular 3D Semantic Scene Completion in Normalized Device Coordinates Space
Monocular 3D Semantic Scene Completion (SSC) has garnered significant attention in recent years due to its potential to predict complex semantics and geometry shapes from a single image, requiring no 3D inputs. In this paper, we identify several critical issues in current state-of-the-art methods, including the Feature Ambiguity of projected 2D features in the ray to the 3D space, the Pose Ambiguity of the 3D convolution, and the Computation Imbalance in the 3D convolution across different depth levels. To address these problems, we devise a novel Normalized Device Coordinates scene completion network (NDC-Scene) that directly extends the 2D feature map to a Normalized Device Coordinates (NDC) space, rather than to the world space directly, through progressive restoration of the dimension of depth with deconvolution operations. Experiment results demonstrate that transferring the majority of computation from the target 3D space to the proposed normalized device coordinates space benefits monocular SSC tasks. Additionally, we design a Depth-Adaptive Dual Decoder to simultaneously upsample and fuse the 2D and 3D feature maps, further improving overall performance. Our extensive experiments confirm that the proposed method consistently outperforms state-of-the-art methods on both outdoor SemanticKITTI and indoor NYUv2 datasets. Our code are available at https://github.com/Jiawei-Yao0812/NDCScene.
WorldSplat: Gaussian-Centric Feed-Forward 4D Scene Generation for Autonomous Driving
Recent advances in driving-scene generation and reconstruction have demonstrated significant potential for enhancing autonomous driving systems by producing scalable and controllable training data. Existing generation methods primarily focus on synthesizing diverse and high-fidelity driving videos; however, due to limited 3D consistency and sparse viewpoint coverage, they struggle to support convenient and high-quality novel-view synthesis (NVS). Conversely, recent 3D/4D reconstruction approaches have significantly improved NVS for real-world driving scenes, yet inherently lack generative capabilities. To overcome this dilemma between scene generation and reconstruction, we propose WorldSplat, a novel feed-forward framework for 4D driving-scene generation. Our approach effectively generates consistent multi-track videos through two key steps: (i) We introduce a 4D-aware latent diffusion model integrating multi-modal information to produce pixel-aligned 4D Gaussians in a feed-forward manner. (ii) Subsequently, we refine the novel view videos rendered from these Gaussians using a enhanced video diffusion model. Extensive experiments conducted on benchmark datasets demonstrate that WorldSplat effectively generates high-fidelity, temporally and spatially consistent multi-track novel view driving videos. Project: https://wm-research.github.io/worldsplat/
ExScene: Free-View 3D Scene Reconstruction with Gaussian Splatting from a Single Image
The increasing demand for augmented and virtual reality applications has highlighted the importance of crafting immersive 3D scenes from a simple single-view image. However, due to the partial priors provided by single-view input, existing methods are often limited to reconstruct low-consistency 3D scenes with narrow fields of view from single-view input. These limitations make them less capable of generalizing to reconstruct immersive scenes. To address this problem, we propose ExScene, a two-stage pipeline to reconstruct an immersive 3D scene from any given single-view image. ExScene designs a novel multimodal diffusion model to generate a high-fidelity and globally consistent panoramic image. We then develop a panoramic depth estimation approach to calculate geometric information from panorama, and we combine geometric information with high-fidelity panoramic image to train an initial 3D Gaussian Splatting (3DGS) model. Following this, we introduce a GS refinement technique with 2D stable video diffusion priors. We add camera trajectory consistency and color-geometric priors into the denoising process of diffusion to improve color and spatial consistency across image sequences. These refined sequences are then used to fine-tune the initial 3DGS model, leading to better reconstruction quality. Experimental results demonstrate that our ExScene achieves consistent and immersive scene reconstruction using only single-view input, significantly surpassing state-of-the-art baselines.
SimWorld: A Unified Benchmark for Simulator-Conditioned Scene Generation via World Model
With the rapid advancement of autonomous driving technology, a lack of data has become a major obstacle to enhancing perception model accuracy. Researchers are now exploring controllable data generation using world models to diversify datasets. However, previous work has been limited to studying image generation quality on specific public datasets. There is still relatively little research on how to build data generation engines for real-world application scenes to achieve large-scale data generation for challenging scenes. In this paper, a simulator-conditioned scene generation engine based on world model is proposed. By constructing a simulation system consistent with real-world scenes, simulation data and labels, which serve as the conditions for data generation in the world model, for any scenes can be collected. It is a novel data generation pipeline by combining the powerful scene simulation capabilities of the simulation engine with the robust data generation capabilities of the world model. In addition, a benchmark with proportionally constructed virtual and real data, is provided for exploring the capabilities of world models in real-world scenes. Quantitative results show that these generated images significantly improve downstream perception models performance. Finally, we explored the generative performance of the world model in urban autonomous driving scenarios. All the data and code will be available at https://github.com/Li-Zn-H/SimWorld.
Generating 3D-Consistent Videos from Unposed Internet Photos
We address the problem of generating videos from unposed internet photos. A handful of input images serve as keyframes, and our model interpolates between them to simulate a path moving between the cameras. Given random images, a model's ability to capture underlying geometry, recognize scene identity, and relate frames in terms of camera position and orientation reflects a fundamental understanding of 3D structure and scene layout. However, existing video models such as Luma Dream Machine fail at this task. We design a self-supervised method that takes advantage of the consistency of videos and variability of multiview internet photos to train a scalable, 3D-aware video model without any 3D annotations such as camera parameters. We validate that our method outperforms all baselines in terms of geometric and appearance consistency. We also show our model benefits applications that enable camera control, such as 3D Gaussian Splatting. Our results suggest that we can scale up scene-level 3D learning using only 2D data such as videos and multiview internet photos.
Image Synthesis with Graph Conditioning: CLIP-Guided Diffusion Models for Scene Graphs
Advancements in generative models have sparked significant interest in generating images while adhering to specific structural guidelines. Scene graph to image generation is one such task of generating images which are consistent with the given scene graph. However, the complexity of visual scenes poses a challenge in accurately aligning objects based on specified relations within the scene graph. Existing methods approach this task by first predicting a scene layout and generating images from these layouts using adversarial training. In this work, we introduce a novel approach to generate images from scene graphs which eliminates the need of predicting intermediate layouts. We leverage pre-trained text-to-image diffusion models and CLIP guidance to translate graph knowledge into images. Towards this, we first pre-train our graph encoder to align graph features with CLIP features of corresponding images using a GAN based training. Further, we fuse the graph features with CLIP embedding of object labels present in the given scene graph to create a graph consistent CLIP guided conditioning signal. In the conditioning input, object embeddings provide coarse structure of the image and graph features provide structural alignment based on relationships among objects. Finally, we fine tune a pre-trained diffusion model with the graph consistent conditioning signal with reconstruction and CLIP alignment loss. Elaborate experiments reveal that our method outperforms existing methods on standard benchmarks of COCO-stuff and Visual Genome dataset.
Scene-aware Human Motion Forecasting via Mutual Distance Prediction
In this paper, we tackle the problem of scene-aware 3D human motion forecasting. A key challenge of this task is to predict future human motions that are consistent with the scene by modeling the human-scene interactions. While recent works have demonstrated that explicit constraints on human-scene interactions can prevent the occurrence of ghost motion, they only provide constraints on partial human motion e.g., the global motion of the human or a few joints contacting the scene, leaving the rest of the motion unconstrained. To address this limitation, we propose to model the human-scene interaction with the mutual distance between the human body and the scene. Such mutual distances constrain both the local and global human motion, resulting in a whole-body motion constrained prediction. In particular, mutual distance constraints consist of two components, the signed distance of each vertex on the human mesh to the scene surface and the distance of basis scene points to the human mesh. We further introduce a global scene representation learned from a signed distance function (SDF) volume to ensure coherence between the global scene representation and the explicit constraint from the mutual distance. We develop a pipeline with two sequential steps: predicting the future mutual distances first, followed by forecasting future human motion. During training, we explicitly encourage consistency between predicted poses and mutual distances. Extensive evaluations on the existing synthetic and real datasets demonstrate that our approach consistently outperforms the state-of-the-art methods.
SWAGSplatting: Semantic-guided Water-scene Augmented Gaussian Splatting
Accurate 3D reconstruction in underwater environments remains a complex challenge due to issues such as light distortion, turbidity, and limited visibility. AI-based techniques have been applied to address these issues, however, existing methods have yet to fully exploit the potential of AI, particularly in integrating language models with visual processing. In this paper, we propose a novel framework that leverages multimodal cross-knowledge to create semantic-guided 3D Gaussian Splatting for robust and high-fidelity deep-sea scene reconstruction. By embedding an extra semantic feature into each Gaussian primitive and supervised by the CLIP extracted semantic feature, our method enforces semantic and structural awareness throughout the training. The dedicated semantic consistency loss ensures alignment with high-level scene understanding. Besides, we propose a novel stage-wise training strategy, combining coarse-to-fine learning with late-stage parameter refinement, to further enhance both stability and reconstruction quality. Extensive results show that our approach consistently outperforms state-of-the-art methods on SeaThru-NeRF and Submerged3D datasets across three metrics, with an improvement of up to 3.09 dB on average in terms of PSNR, making it a strong candidate for applications in underwater exploration and marine perception.
4D-VLA: Spatiotemporal Vision-Language-Action Pretraining with Cross-Scene Calibration
Leveraging diverse robotic data for pretraining remains a critical challenge. Existing methods typically model the dataset's action distribution using simple observations as inputs. However, these inputs are often incomplete, resulting in a dispersed conditional action distribution-an issue we refer to as coordinate system chaos and state chaos. This inconsistency significantly hampers pretraining efficiency. To address this, we propose 4D-VLA, a novel approach that effectively integrates 4D information into the input to mitigate these sources of chaos. Our model introduces depth and temporal information into visual features with sequential RGB-D inputs, aligning the coordinate systems of the robot and the scene. This alignment endows the model with strong spatiotemporal reasoning capabilities while minimizing training overhead. Additionally, we introduce memory bank sampling, a frame sampling strategy designed to extract informative frames from historical images, further improving effectiveness and efficiency. Experimental results demonstrate that our pretraining method and architectural components substantially enhance model performance. In both simulated and real-world experiments, our model achieves a significant increase in success rate over OpenVLA. To further assess spatial perception and generalization to novel views, we introduce MV-Bench, a multi-view simulation benchmark. Our model consistently outperforms existing methods, demonstrating stronger spatial understanding and adaptability.
Controllable 3D Outdoor Scene Generation via Scene Graphs
Three-dimensional scene generation is crucial in computer vision, with applications spanning autonomous driving, gaming and the metaverse. Current methods either lack user control or rely on imprecise, non-intuitive conditions. In this work, we propose a method that uses, scene graphs, an accessible, user friendly control format to generate outdoor 3D scenes. We develop an interactive system that transforms a sparse scene graph into a dense BEV (Bird's Eye View) Embedding Map, which guides a conditional diffusion model to generate 3D scenes that match the scene graph description. During inference, users can easily create or modify scene graphs to generate large-scale outdoor scenes. We create a large-scale dataset with paired scene graphs and 3D semantic scenes to train the BEV embedding and diffusion models. Experimental results show that our approach consistently produces high-quality 3D urban scenes closely aligned with the input scene graphs. To the best of our knowledge, this is the first approach to generate 3D outdoor scenes conditioned on scene graphs.
SG-NeRF: Neural Surface Reconstruction with Scene Graph Optimization
3D surface reconstruction from images is essential for numerous applications. Recently, Neural Radiance Fields (NeRFs) have emerged as a promising framework for 3D modeling. However, NeRFs require accurate camera poses as input, and existing methods struggle to handle significantly noisy pose estimates (i.e., outliers), which are commonly encountered in real-world scenarios. To tackle this challenge, we present a novel approach that optimizes radiance fields with scene graphs to mitigate the influence of outlier poses. Our method incorporates an adaptive inlier-outlier confidence estimation scheme based on scene graphs, emphasizing images of high compatibility with the neighborhood and consistency in the rendering quality. We also introduce an effective intersection-over-union (IoU) loss to optimize the camera pose and surface geometry, together with a coarse-to-fine strategy to facilitate the training. Furthermore, we propose a new dataset containing typical outlier poses for a detailed evaluation. Experimental results on various datasets consistently demonstrate the effectiveness and superiority of our method over existing approaches, showcasing its robustness in handling outliers and producing high-quality 3D reconstructions. Our code and data are available at: https://github.com/Iris-cyy/SG-NeRF.
WORLDMEM: Long-term Consistent World Simulation with Memory
World simulation has gained increasing popularity due to its ability to model virtual environments and predict the consequences of actions. However, the limited temporal context window often leads to failures in maintaining long-term consistency, particularly in preserving 3D spatial consistency. In this work, we present WorldMem, a framework that enhances scene generation with a memory bank consisting of memory units that store memory frames and states (e.g., poses and timestamps). By employing a memory attention mechanism that effectively extracts relevant information from these memory frames based on their states, our method is capable of accurately reconstructing previously observed scenes, even under significant viewpoint or temporal gaps. Furthermore, by incorporating timestamps into the states, our framework not only models a static world but also captures its dynamic evolution over time, enabling both perception and interaction within the simulated world. Extensive experiments in both virtual and real scenarios validate the effectiveness of our approach.
DreamScene: 3D Gaussian-based End-to-end Text-to-3D Scene Generation
Generating 3D scenes from natural language holds great promise for applications in gaming, film, and design. However, existing methods struggle with automation, 3D consistency, and fine-grained control. We present DreamScene, an end-to-end framework for high-quality and editable 3D scene generation from text or dialogue. DreamScene begins with a scene planning module, where a GPT-4 agent infers object semantics and spatial constraints to construct a hybrid graph. A graph-based placement algorithm then produces a structured, collision-free layout. Based on this layout, Formation Pattern Sampling (FPS) generates object geometry using multi-timestep sampling and reconstructive optimization, enabling fast and realistic synthesis. To ensure global consistent, DreamScene employs a progressive camera sampling strategy tailored to both indoor and outdoor settings. Finally, the system supports fine-grained scene editing, including object movement, appearance changes, and 4D dynamic motion. Experiments demonstrate that DreamScene surpasses prior methods in quality, consistency, and flexibility, offering a practical solution for open-domain 3D content creation. Code and demos are available at https://jahnsonblack.github.io/DreamScene-Full/.
Scenimefy: Learning to Craft Anime Scene via Semi-Supervised Image-to-Image Translation
Automatic high-quality rendering of anime scenes from complex real-world images is of significant practical value. The challenges of this task lie in the complexity of the scenes, the unique features of anime style, and the lack of high-quality datasets to bridge the domain gap. Despite promising attempts, previous efforts are still incompetent in achieving satisfactory results with consistent semantic preservation, evident stylization, and fine details. In this study, we propose Scenimefy, a novel semi-supervised image-to-image translation framework that addresses these challenges. Our approach guides the learning with structure-consistent pseudo paired data, simplifying the pure unsupervised setting. The pseudo data are derived uniquely from a semantic-constrained StyleGAN leveraging rich model priors like CLIP. We further apply segmentation-guided data selection to obtain high-quality pseudo supervision. A patch-wise contrastive style loss is introduced to improve stylization and fine details. Besides, we contribute a high-resolution anime scene dataset to facilitate future research. Our extensive experiments demonstrate the superiority of our method over state-of-the-art baselines in terms of both perceptual quality and quantitative performance.
Tex4D: Zero-shot 4D Scene Texturing with Video Diffusion Models
3D meshes are widely used in computer vision and graphics for their efficiency in animation and minimal memory use, playing a crucial role in movies, games, AR, and VR. However, creating temporally consistent and realistic textures for mesh sequences remains labor-intensive for professional artists. On the other hand, while video diffusion models excel at text-driven video generation, they often lack 3D geometry awareness and struggle with achieving multi-view consistent texturing for 3D meshes. In this work, we present Tex4D, a zero-shot approach that integrates inherent 3D geometry knowledge from mesh sequences with the expressiveness of video diffusion models to produce multi-view and temporally consistent 4D textures. Given an untextured mesh sequence and a text prompt as inputs, our method enhances multi-view consistency by synchronizing the diffusion process across different views through latent aggregation in the UV space. To ensure temporal consistency, we leverage prior knowledge from a conditional video generation model for texture synthesis. However, straightforwardly combining the video diffusion model and the UV texture aggregation leads to blurry results. We analyze the underlying causes and propose a simple yet effective modification to the DDIM sampling process to address this issue. Additionally, we introduce a reference latent texture to strengthen the correlation between frames during the denoising process. To the best of our knowledge, Tex4D is the first method specifically designed for 4D scene texturing. Extensive experiments demonstrate its superiority in producing multi-view and multi-frame consistent videos based on untextured mesh sequences.
DeepASA: An Object-Oriented One-for-All Network for Auditory Scene Analysis
We propose DeepASA, a one-for-all model for auditory scene analysis that performs multi-input multi-output (MIMO) source separation, dereverberation, sound event detection (SED), audio classification, and direction-of-arrival estimation (DoAE) within a unified framework. DeepASA is designed for complex auditory scenes where multiple, often similar, sound sources overlap in time and move dynamically in space. To achieve robust and consistent inference across tasks, we introduce an object-oriented processing (OOP) strategy. This approach encapsulates diverse auditory features into object-centric representations and refines them through a chain-of-inference (CoI) mechanism. The pipeline comprises a dynamic temporal kernel-based feature extractor, a transformer-based aggregator, and an object separator that yields per-object features. These features feed into multiple task-specific decoders. Our object-centric representations naturally resolve the parameter association ambiguity inherent in traditional track-wise processing. However, early-stage object separation can lead to failure in downstream ASA tasks. To address this, we implement temporal coherence matching (TCM) within the chain-of-inference, enabling multi-task fusion and iterative refinement of object features using estimated auditory parameters. We evaluate DeepASA on representative spatial audio benchmark datasets, including ASA2, MC-FUSS, and STARSS23. Experimental results show that our model achieves state-of-the-art performance across all evaluated tasks, demonstrating its effectiveness in both source separation and auditory parameter estimation under diverse spatial auditory scenes.
ZDySS -- Zero-Shot Dynamic Scene Stylization using Gaussian Splatting
Stylizing a dynamic scene based on an exemplar image is critical for various real-world applications, including gaming, filmmaking, and augmented and virtual reality. However, achieving consistent stylization across both spatial and temporal dimensions remains a significant challenge. Most existing methods are designed for static scenes and often require an optimization process for each style image, limiting their adaptability. We introduce ZDySS, a zero-shot stylization framework for dynamic scenes, allowing our model to generalize to previously unseen style images at inference. Our approach employs Gaussian splatting for scene representation, linking each Gaussian to a learned feature vector that renders a feature map for any given view and timestamp. By applying style transfer on the learned feature vectors instead of the rendered feature map, we enhance spatio-temporal consistency across frames. Our method demonstrates superior performance and coherence over state-of-the-art baselines in tests on real-world dynamic scenes, making it a robust solution for practical applications.
OccScene: Semantic Occupancy-based Cross-task Mutual Learning for 3D Scene Generation
Recent diffusion models have demonstrated remarkable performance in both 3D scene generation and perception tasks. Nevertheless, existing methods typically separate these two processes, acting as a data augmenter to generate synthetic data for downstream perception tasks. In this work, we propose OccScene, a novel mutual learning paradigm that integrates fine-grained 3D perception and high-quality generation in a unified framework, achieving a cross-task win-win effect. OccScene generates new and consistent 3D realistic scenes only depending on text prompts, guided with semantic occupancy in a joint-training diffusion framework. To align the occupancy with the diffusion latent, a Mamba-based Dual Alignment module is introduced to incorporate fine-grained semantics and geometry as perception priors. Within OccScene, the perception module can be effectively improved with customized and diverse generated scenes, while the perception priors in return enhance the generation performance for mutual benefits. Extensive experiments show that OccScene achieves realistic 3D scene generation in broad indoor and outdoor scenarios, while concurrently boosting the perception models to achieve substantial performance improvements in the 3D perception task of semantic occupancy prediction.
AirPlanes: Accurate Plane Estimation via 3D-Consistent Embeddings
Extracting planes from a 3D scene is useful for downstream tasks in robotics and augmented reality. In this paper we tackle the problem of estimating the planar surfaces in a scene from posed images. Our first finding is that a surprisingly competitive baseline results from combining popular clustering algorithms with recent improvements in 3D geometry estimation. However, such purely geometric methods are understandably oblivious to plane semantics, which are crucial to discerning distinct planes. To overcome this limitation, we propose a method that predicts multi-view consistent plane embeddings that complement geometry when clustering points into planes. We show through extensive evaluation on the ScanNetV2 dataset that our new method outperforms existing approaches and our strong geometric baseline for the task of plane estimation.
6Img-to-3D: Few-Image Large-Scale Outdoor Driving Scene Reconstruction
Current 3D reconstruction techniques struggle to infer unbounded scenes from a few images faithfully. Specifically, existing methods have high computational demands, require detailed pose information, and cannot reconstruct occluded regions reliably. We introduce 6Img-to-3D, an efficient, scalable transformer-based encoder-renderer method for single-shot image to 3D reconstruction. Our method outputs a 3D-consistent parameterized triplane from only six outward-facing input images for large-scale, unbounded outdoor driving scenarios. We take a step towards resolving existing shortcomings by combining contracted custom cross- and self-attention mechanisms for triplane parameterization, differentiable volume rendering, scene contraction, and image feature projection. We showcase that six surround-view vehicle images from a single timestamp without global pose information are enough to reconstruct 360^{circ} scenes during inference time, taking 395 ms. Our method allows, for example, rendering third-person images and birds-eye views. Our code is available at https://github.com/continental/6Img-to-3D, and more examples can be found at our website here https://6Img-to-3D.GitHub.io/.
LaserHuman: Language-guided Scene-aware Human Motion Generation in Free Environment
Language-guided scene-aware human motion generation has great significance for entertainment and robotics. In response to the limitations of existing datasets, we introduce LaserHuman, a pioneering dataset engineered to revolutionize Scene-Text-to-Motion research. LaserHuman stands out with its inclusion of genuine human motions within 3D environments, unbounded free-form natural language descriptions, a blend of indoor and outdoor scenarios, and dynamic, ever-changing scenes. Diverse modalities of capture data and rich annotations present great opportunities for the research of conditional motion generation, and can also facilitate the development of real-life applications. Moreover, to generate semantically consistent and physically plausible human motions, we propose a multi-conditional diffusion model, which is simple but effective, achieving state-of-the-art performance on existing datasets.
Clutter Detection and Removal in 3D Scenes with View-Consistent Inpainting
Removing clutter from scenes is essential in many applications, ranging from privacy-concerned content filtering to data augmentation. In this work, we present an automatic system that removes clutter from 3D scenes and inpaints with coherent geometry and texture. We propose techniques for its two key components: 3D segmentation from shared properties and 3D inpainting, both of which are important porblems. The definition of 3D scene clutter (frequently-moving objects) is not well captured by commonly-studied object categories in computer vision. To tackle the lack of well-defined clutter annotations, we group noisy fine-grained labels, leverage virtual rendering, and impose an instance-level area-sensitive loss. Once clutter is removed, we inpaint geometry and texture in the resulting holes by merging inpainted RGB-D images. This requires novel voting and pruning strategies that guarantee multi-view consistency across individually inpainted images for mesh reconstruction. Experiments on ScanNet and Matterport dataset show that our method outperforms baselines for clutter segmentation and 3D inpainting, both visually and quantitatively.
WeatherGS: 3D Scene Reconstruction in Adverse Weather Conditions via Gaussian Splatting
3D Gaussian Splatting (3DGS) has gained significant attention for 3D scene reconstruction, but still suffers from complex outdoor environments, especially under adverse weather. This is because 3DGS treats the artifacts caused by adverse weather as part of the scene and will directly reconstruct them, largely reducing the clarity of the reconstructed scene. To address this challenge, we propose WeatherGS, a 3DGS-based framework for reconstructing clear scenes from multi-view images under different weather conditions. Specifically, we explicitly categorize the multi-weather artifacts into the dense particles and lens occlusions that have very different characters, in which the former are caused by snowflakes and raindrops in the air, and the latter are raised by the precipitation on the camera lens. In light of this, we propose a dense-to-sparse preprocess strategy, which sequentially removes the dense particles by an Atmospheric Effect Filter (AEF) and then extracts the relatively sparse occlusion masks with a Lens Effect Detector (LED). Finally, we train a set of 3D Gaussians by the processed images and generated masks for excluding occluded areas, and accurately recover the underlying clear scene by Gaussian splatting. We conduct a diverse and challenging benchmark to facilitate the evaluation of 3D reconstruction under complex weather scenarios. Extensive experiments on this benchmark demonstrate that our WeatherGS consistently produces high-quality, clean scenes across various weather scenarios, outperforming existing state-of-the-art methods. See project page:https://jumponthemoon.github.io/weather-gs.
TPS++: Attention-Enhanced Thin-Plate Spline for Scene Text Recognition
Text irregularities pose significant challenges to scene text recognizers. Thin-Plate Spline (TPS)-based rectification is widely regarded as an effective means to deal with them. Currently, the calculation of TPS transformation parameters purely depends on the quality of regressed text borders. It ignores the text content and often leads to unsatisfactory rectified results for severely distorted text. In this work, we introduce TPS++, an attention-enhanced TPS transformation that incorporates the attention mechanism to text rectification for the first time. TPS++ formulates the parameter calculation as a joint process of foreground control point regression and content-based attention score estimation, which is computed by a dedicated designed gated-attention block. TPS++ builds a more flexible content-aware rectifier, generating a natural text correction that is easier to read by the subsequent recognizer. Moreover, TPS++ shares the feature backbone with the recognizer in part and implements the rectification at feature-level rather than image-level, incurring only a small overhead in terms of parameters and inference time. Experiments on public benchmarks show that TPS++ consistently improves the recognition and achieves state-of-the-art accuracy. Meanwhile, it generalizes well on different backbones and recognizers. Code is at https://github.com/simplify23/TPS_PP.
Build-A-Scene: Interactive 3D Layout Control for Diffusion-Based Image Generation
We propose a diffusion-based approach for Text-to-Image (T2I) generation with interactive 3D layout control. Layout control has been widely studied to alleviate the shortcomings of T2I diffusion models in understanding objects' placement and relationships from text descriptions. Nevertheless, existing approaches for layout control are limited to 2D layouts, require the user to provide a static layout beforehand, and fail to preserve generated images under layout changes. This makes these approaches unsuitable for applications that require 3D object-wise control and iterative refinements, e.g., interior design and complex scene generation. To this end, we leverage the recent advancements in depth-conditioned T2I models and propose a novel approach for interactive 3D layout control. We replace the traditional 2D boxes used in layout control with 3D boxes. Furthermore, we revamp the T2I task as a multi-stage generation process, where at each stage, the user can insert, change, and move an object in 3D while preserving objects from earlier stages. We achieve this through our proposed Dynamic Self-Attention (DSA) module and the consistent 3D object translation strategy. Experiments show that our approach can generate complicated scenes based on 3D layouts, boosting the object generation success rate over the standard depth-conditioned T2I methods by 2x. Moreover, it outperforms other methods in comparison in preserving objects under layout changes. Project Page: https://abdo-eldesokey.github.io/build-a-scene/
Collaborative Video Diffusion: Consistent Multi-video Generation with Camera Control
Research on video generation has recently made tremendous progress, enabling high-quality videos to be generated from text prompts or images. Adding control to the video generation process is an important goal moving forward and recent approaches that condition video generation models on camera trajectories make strides towards it. Yet, it remains challenging to generate a video of the same scene from multiple different camera trajectories. Solutions to this multi-video generation problem could enable large-scale 3D scene generation with editable camera trajectories, among other applications. We introduce collaborative video diffusion (CVD) as an important step towards this vision. The CVD framework includes a novel cross-video synchronization module that promotes consistency between corresponding frames of the same video rendered from different camera poses using an epipolar attention mechanism. Trained on top of a state-of-the-art camera-control module for video generation, CVD generates multiple videos rendered from different camera trajectories with significantly better consistency than baselines, as shown in extensive experiments. Project page: https://collaborativevideodiffusion.github.io/.
Sketch3DVE: Sketch-based 3D-Aware Scene Video Editing
Recent video editing methods achieve attractive results in style transfer or appearance modification. However, editing the structural content of 3D scenes in videos remains challenging, particularly when dealing with significant viewpoint changes, such as large camera rotations or zooms. Key challenges include generating novel view content that remains consistent with the original video, preserving unedited regions, and translating sparse 2D inputs into realistic 3D video outputs. To address these issues, we propose Sketch3DVE, a sketch-based 3D-aware video editing method to enable detailed local manipulation of videos with significant viewpoint changes. To solve the challenge posed by sparse inputs, we employ image editing methods to generate edited results for the first frame, which are then propagated to the remaining frames of the video. We utilize sketching as an interaction tool for precise geometry control, while other mask-based image editing methods are also supported. To handle viewpoint changes, we perform a detailed analysis and manipulation of the 3D information in the video. Specifically, we utilize a dense stereo method to estimate a point cloud and the camera parameters of the input video. We then propose a point cloud editing approach that uses depth maps to represent the 3D geometry of newly edited components, aligning them effectively with the original 3D scene. To seamlessly merge the newly edited content with the original video while preserving the features of unedited regions, we introduce a 3D-aware mask propagation strategy and employ a video diffusion model to produce realistic edited videos. Extensive experiments demonstrate the superiority of Sketch3DVE in video editing. Homepage and code: http://http://geometrylearning.com/Sketch3DVE/
RoboTransfer: Geometry-Consistent Video Diffusion for Robotic Visual Policy Transfer
Imitation Learning has become a fundamental approach in robotic manipulation. However, collecting large-scale real-world robot demonstrations is prohibitively expensive. Simulators offer a cost-effective alternative, but the sim-to-real gap make it extremely challenging to scale. Therefore, we introduce RoboTransfer, a diffusion-based video generation framework for robotic data synthesis. Unlike previous methods, RoboTransfer integrates multi-view geometry with explicit control over scene components, such as background and object attributes. By incorporating cross-view feature interactions and global depth/normal conditions, RoboTransfer ensures geometry consistency across views. This framework allows fine-grained control, including background edits and object swaps. Experiments demonstrate that RoboTransfer is capable of generating multi-view videos with enhanced geometric consistency and visual fidelity. In addition, policies trained on the data generated by RoboTransfer achieve a 33.3% relative improvement in the success rate in the DIFF-OBJ setting and a substantial 251% relative improvement in the more challenging DIFF-ALL scenario. Explore more demos on our project page: https://horizonrobotics.github.io/robot_lab/robotransfer
Spatiotemporally Consistent Indoor Lighting Estimation with Diffusion Priors
Indoor lighting estimation from a single image or video remains a challenge due to its highly ill-posed nature, especially when the lighting condition of the scene varies spatially and temporally. We propose a method that estimates from an input video a continuous light field describing the spatiotemporally varying lighting of the scene. We leverage 2D diffusion priors for optimizing such light field represented as a MLP. To enable zero-shot generalization to in-the-wild scenes, we fine-tune a pre-trained image diffusion model to predict lighting at multiple locations by jointly inpainting multiple chrome balls as light probes. We evaluate our method on indoor lighting estimation from a single image or video and show superior performance over compared baselines. Most importantly, we highlight results on spatiotemporally consistent lighting estimation from in-the-wild videos, which is rarely demonstrated in previous works.
Geometry-Aware Diffusion Models for Multiview Scene Inpainting
In this paper, we focus on 3D scene inpainting, where parts of an input image set, captured from different viewpoints, are masked out. The main challenge lies in generating plausible image completions that are geometrically consistent across views. Most recent work addresses this challenge by combining generative models with a 3D radiance field to fuse information across a relatively dense set of viewpoints. However, a major drawback of these methods is that they often produce blurry images due to the fusion of inconsistent cross-view images. To avoid blurry inpaintings, we eschew the use of an explicit or implicit radiance field altogether and instead fuse cross-view information in a learned space. In particular, we introduce a geometry-aware conditional generative model, capable of multi-view consistent inpainting using reference-based geometric and appearance cues. A key advantage of our approach over existing methods is its unique ability to inpaint masked scenes with a limited number of views (i.e., few-view inpainting), whereas previous methods require relatively large image sets for their 3D model fitting step. Empirically, we evaluate and compare our scene-centric inpainting method on two datasets, SPIn-NeRF and NeRFiller, which contain images captured at narrow and wide baselines, respectively, and achieve state-of-the-art 3D inpainting performance on both. Additionally, we demonstrate the efficacy of our approach in the few-view setting compared to prior methods.
Scene123: One Prompt to 3D Scene Generation via Video-Assisted and Consistency-Enhanced MAE
As Artificial Intelligence Generated Content (AIGC) advances, a variety of methods have been developed to generate text, images, videos, and 3D objects from single or multimodal inputs, contributing efforts to emulate human-like cognitive content creation. However, generating realistic large-scale scenes from a single input presents a challenge due to the complexities involved in ensuring consistency across extrapolated views generated by models. Benefiting from recent video generation models and implicit neural representations, we propose Scene123, a 3D scene generation model, that not only ensures realism and diversity through the video generation framework but also uses implicit neural fields combined with Masked Autoencoders (MAE) to effectively ensures the consistency of unseen areas across views. Specifically, we initially warp the input image (or an image generated from text) to simulate adjacent views, filling the invisible areas with the MAE model. However, these filled images usually fail to maintain view consistency, thus we utilize the produced views to optimize a neural radiance field, enhancing geometric consistency. Moreover, to further enhance the details and texture fidelity of generated views, we employ a GAN-based Loss against images derived from the input image through the video generation model. Extensive experiments demonstrate that our method can generate realistic and consistent scenes from a single prompt. Both qualitative and quantitative results indicate that our approach surpasses existing state-of-the-art methods. We show encourage video examples at https://yiyingyang12.github.io/Scene123.github.io/.
MetaFind: Scene-Aware 3D Asset Retrieval for Coherent Metaverse Scene Generation
We present MetaFind, a scene-aware tri-modal compositional retrieval framework designed to enhance scene generation in the metaverse by retrieving 3D assets from large-scale repositories. MetaFind addresses two core challenges: (i) inconsistent asset retrieval that overlooks spatial, semantic, and stylistic constraints, and (ii) the absence of a standardized retrieval paradigm specifically tailored for 3D asset retrieval, as existing approaches mainly rely on general-purpose 3D shape representation models. Our key innovation is a flexible retrieval mechanism that supports arbitrary combinations of text, image, and 3D modalities as queries, enhancing spatial reasoning and style consistency by jointly modeling object-level features (including appearance) and scene-level layout structures. Methodologically, MetaFind introduces a plug-and-play equivariant layout encoder ESSGNN that captures spatial relationships and object appearance features, ensuring retrieved 3D assets are contextually and stylistically coherent with the existing scene, regardless of coordinate frame transformations. The framework supports iterative scene construction by continuously adapting retrieval results to current scene updates. Empirical evaluations demonstrate the improved spatial and stylistic consistency of MetaFind in various retrieval tasks compared to baseline methods.
Dream4D: Lifting Camera-Controlled I2V towards Spatiotemporally Consistent 4D Generation
The synthesis of spatiotemporally coherent 4D content presents fundamental challenges in computer vision, requiring simultaneous modeling of high-fidelity spatial representations and physically plausible temporal dynamics. Current approaches often struggle to maintain view consistency while handling complex scene dynamics, particularly in large-scale environments with multiple interacting elements. This work introduces Dream4D, a novel framework that bridges this gap through a synergy of controllable video generation and neural 4D reconstruction. Our approach seamlessly combines a two-stage architecture: it first predicts optimal camera trajectories from a single image using few-shot learning, then generates geometrically consistent multi-view sequences via a specialized pose-conditioned diffusion process, which are finally converted into a persistent 4D representation. This framework is the first to leverage both rich temporal priors from video diffusion models and geometric awareness of the reconstruction models, which significantly facilitates 4D generation and shows higher quality (e.g., mPSNR, mSSIM) over existing methods.
GaussVideoDreamer: 3D Scene Generation with Video Diffusion and Inconsistency-Aware Gaussian Splatting
Single-image 3D scene reconstruction presents significant challenges due to its inherently ill-posed nature and limited input constraints. Recent advances have explored two promising directions: multiview generative models that train on 3D consistent datasets but struggle with out-of-distribution generalization, and 3D scene inpainting and completion frameworks that suffer from cross-view inconsistency and suboptimal error handling, as they depend exclusively on depth data or 3D smoothness, which ultimately degrades output quality and computational performance. Building upon these approaches, we present GaussVideoDreamer, which advances generative multimedia approaches by bridging the gap between image, video, and 3D generation, integrating their strengths through two key innovations: (1) A progressive video inpainting strategy that harnesses temporal coherence for improved multiview consistency and faster convergence. (2) A 3D Gaussian Splatting consistency mask to guide the video diffusion with 3D consistent multiview evidence. Our pipeline combines three core components: a geometry-aware initialization protocol, Inconsistency-Aware Gaussian Splatting, and a progressive video inpainting strategy. Experimental results demonstrate that our approach achieves 32% higher LLaVA-IQA scores and at least 2x speedup compared to existing methods while maintaining robust performance across diverse scenes.
MVSplat360: Feed-Forward 360 Scene Synthesis from Sparse Views
We introduce MVSplat360, a feed-forward approach for 360{\deg} novel view synthesis (NVS) of diverse real-world scenes, using only sparse observations. This setting is inherently ill-posed due to minimal overlap among input views and insufficient visual information provided, making it challenging for conventional methods to achieve high-quality results. Our MVSplat360 addresses this by effectively combining geometry-aware 3D reconstruction with temporally consistent video generation. Specifically, it refactors a feed-forward 3D Gaussian Splatting (3DGS) model to render features directly into the latent space of a pre-trained Stable Video Diffusion (SVD) model, where these features then act as pose and visual cues to guide the denoising process and produce photorealistic 3D-consistent views. Our model is end-to-end trainable and supports rendering arbitrary views with as few as 5 sparse input views. To evaluate MVSplat360's performance, we introduce a new benchmark using the challenging DL3DV-10K dataset, where MVSplat360 achieves superior visual quality compared to state-of-the-art methods on wide-sweeping or even 360{\deg} NVS tasks. Experiments on the existing benchmark RealEstate10K also confirm the effectiveness of our model. The video results are available on our project page: https://donydchen.github.io/mvsplat360.
ContextualStory: Consistent Visual Storytelling with Spatially-Enhanced and Storyline Context
Visual storytelling involves generating a sequence of coherent frames from a textual storyline while maintaining consistency in characters and scenes. Existing autoregressive methods, which rely on previous frame-sentence pairs, struggle with high memory usage, slow generation speeds, and limited context integration. To address these issues, we propose ContextualStory, a novel framework designed to generate coherent story frames and extend frames for visual storytelling. ContextualStory utilizes Spatially-Enhanced Temporal Attention to capture spatial and temporal dependencies, handling significant character movements effectively. Additionally, we introduce a Storyline Contextualizer to enrich context in storyline embedding, and a StoryFlow Adapter to measure scene changes between frames for guiding the model. Extensive experiments on PororoSV and FlintstonesSV datasets demonstrate that ContextualStory significantly outperforms existing SOTA methods in both story visualization and continuation. Code is available at https://github.com/sixiaozheng/ContextualStory.
Scene Text Recognition Models Explainability Using Local Features
Explainable AI (XAI) is the study on how humans can be able to understand the cause of a model's prediction. In this work, the problem of interest is Scene Text Recognition (STR) Explainability, using XAI to understand the cause of an STR model's prediction. Recent XAI literatures on STR only provide a simple analysis and do not fully explore other XAI methods. In this study, we specifically work on data explainability frameworks, called attribution-based methods, that explain the important parts of an input data in deep learning models. However, integrating them into STR produces inconsistent and ineffective explanations, because they only explain the model in the global context. To solve this problem, we propose a new method, STRExp, to take into consideration the local explanations, i.e. the individual character prediction explanations. This is then benchmarked across different attribution-based methods on different STR datasets and evaluated across different STR models.
Point-GCC: Universal Self-supervised 3D Scene Pre-training via Geometry-Color Contrast
Geometry and color information provided by the point clouds are both crucial for 3D scene understanding. Two pieces of information characterize the different aspects of point clouds, but existing methods lack an elaborate design for the discrimination and relevance. Hence we explore a 3D self-supervised paradigm that can better utilize the relations of point cloud information. Specifically, we propose a universal 3D scene pre-training framework via Geometry-Color Contrast (Point-GCC), which aligns geometry and color information using a Siamese network. To take care of actual application tasks, we design (i) hierarchical supervision with point-level contrast and reconstruct and object-level contrast based on the novel deep clustering module to close the gap between pre-training and downstream tasks; (ii) architecture-agnostic backbone to adapt for various downstream models. Benefiting from the object-level representation associated with downstream tasks, Point-GCC can directly evaluate model performance and the result demonstrates the effectiveness of our methods. Transfer learning results on a wide range of tasks also show consistent improvements across all datasets. e.g., new state-of-the-art object detection results on SUN RGB-D and S3DIS datasets. Codes will be released at https://github.com/Asterisci/Point-GCC.
Long-Term Photometric Consistent Novel View Synthesis with Diffusion Models
Novel view synthesis from a single input image is a challenging task, where the goal is to generate a new view of a scene from a desired camera pose that may be separated by a large motion. The highly uncertain nature of this synthesis task due to unobserved elements within the scene (i.e. occlusion) and outside the field-of-view makes the use of generative models appealing to capture the variety of possible outputs. In this paper, we propose a novel generative model capable of producing a sequence of photorealistic images consistent with a specified camera trajectory, and a single starting image. Our approach is centred on an autoregressive conditional diffusion-based model capable of interpolating visible scene elements, and extrapolating unobserved regions in a view, in a geometrically consistent manner. Conditioning is limited to an image capturing a single camera view and the (relative) pose of the new camera view. To measure the consistency over a sequence of generated views, we introduce a new metric, the thresholded symmetric epipolar distance (TSED), to measure the number of consistent frame pairs in a sequence. While previous methods have been shown to produce high quality images and consistent semantics across pairs of views, we show empirically with our metric that they are often inconsistent with the desired camera poses. In contrast, we demonstrate that our method produces both photorealistic and view-consistent imagery.
Putting NeRF on a Diet: Semantically Consistent Few-Shot View Synthesis
We present DietNeRF, a 3D neural scene representation estimated from a few images. Neural Radiance Fields (NeRF) learn a continuous volumetric representation of a scene through multi-view consistency, and can be rendered from novel viewpoints by ray casting. While NeRF has an impressive ability to reconstruct geometry and fine details given many images, up to 100 for challenging 360{\deg} scenes, it often finds a degenerate solution to its image reconstruction objective when only a few input views are available. To improve few-shot quality, we propose DietNeRF. We introduce an auxiliary semantic consistency loss that encourages realistic renderings at novel poses. DietNeRF is trained on individual scenes to (1) correctly render given input views from the same pose, and (2) match high-level semantic attributes across different, random poses. Our semantic loss allows us to supervise DietNeRF from arbitrary poses. We extract these semantics using a pre-trained visual encoder such as CLIP, a Vision Transformer trained on hundreds of millions of diverse single-view, 2D photographs mined from the web with natural language supervision. In experiments, DietNeRF improves the perceptual quality of few-shot view synthesis when learned from scratch, can render novel views with as few as one observed image when pre-trained on a multi-view dataset, and produces plausible completions of completely unobserved regions.
Consistent Video Depth Estimation
We present an algorithm for reconstructing dense, geometrically consistent depth for all pixels in a monocular video. We leverage a conventional structure-from-motion reconstruction to establish geometric constraints on pixels in the video. Unlike the ad-hoc priors in classical reconstruction, we use a learning-based prior, i.e., a convolutional neural network trained for single-image depth estimation. At test time, we fine-tune this network to satisfy the geometric constraints of a particular input video, while retaining its ability to synthesize plausible depth details in parts of the video that are less constrained. We show through quantitative validation that our method achieves higher accuracy and a higher degree of geometric consistency than previous monocular reconstruction methods. Visually, our results appear more stable. Our algorithm is able to handle challenging hand-held captured input videos with a moderate degree of dynamic motion. The improved quality of the reconstruction enables several applications, such as scene reconstruction and advanced video-based visual effects.
Visually-Prompted Language Model for Fine-Grained Scene Graph Generation in an Open World
Scene Graph Generation (SGG) aims to extract <subject, predicate, object> relationships in images for vision understanding. Although recent works have made steady progress on SGG, they still suffer long-tail distribution issues that tail-predicates are more costly to train and hard to distinguish due to a small amount of annotated data compared to frequent predicates. Existing re-balancing strategies try to handle it via prior rules but are still confined to pre-defined conditions, which are not scalable for various models and datasets. In this paper, we propose a Cross-modal prediCate boosting (CaCao) framework, where a visually-prompted language model is learned to generate diverse fine-grained predicates in a low-resource way. The proposed CaCao can be applied in a plug-and-play fashion and automatically strengthen existing SGG to tackle the long-tailed problem. Based on that, we further introduce a novel Entangled cross-modal prompt approach for open-world predicate scene graph generation (Epic), where models can generalize to unseen predicates in a zero-shot manner. Comprehensive experiments on three benchmark datasets show that CaCao consistently boosts the performance of multiple scene graph generation models in a model-agnostic way. Moreover, our Epic achieves competitive performance on open-world predicate prediction. The data and code for this paper are publicly available.
RUSplatting: Robust 3D Gaussian Splatting for Sparse-View Underwater Scene Reconstruction
Reconstructing high-fidelity underwater scenes remains a challenging task due to light absorption, scattering, and limited visibility inherent in aquatic environments. This paper presents an enhanced Gaussian Splatting-based framework that improves both the visual quality and geometric accuracy of deep underwater rendering. We propose decoupled learning for RGB channels, guided by the physics of underwater attenuation, to enable more accurate colour restoration. To address sparse-view limitations and improve view consistency, we introduce a frame interpolation strategy with a novel adaptive weighting scheme. Additionally, we introduce a new loss function aimed at reducing noise while preserving edges, which is essential for deep-sea content. We also release a newly collected dataset, Submerged3D, captured specifically in deep-sea environments. Experimental results demonstrate that our framework consistently outperforms state-of-the-art methods with PSNR gains up to 1.90dB, delivering superior perceptual quality and robustness, and offering promising directions for marine robotics and underwater visual analytics. The code of RUSplatting is available at https://github.com/theflash987/RUSplatting and the dataset Submerged3D can be downloaded at https://zenodo.org/records/15482420.
WaSt-3D: Wasserstein-2 Distance for Scene-to-Scene Stylization on 3D Gaussians
While style transfer techniques have been well-developed for 2D image stylization, the extension of these methods to 3D scenes remains relatively unexplored. Existing approaches demonstrate proficiency in transferring colors and textures but often struggle with replicating the geometry of the scenes. In our work, we leverage an explicit Gaussian Splatting (GS) representation and directly match the distributions of Gaussians between style and content scenes using the Earth Mover's Distance (EMD). By employing the entropy-regularized Wasserstein-2 distance, we ensure that the transformation maintains spatial smoothness. Additionally, we decompose the scene stylization problem into smaller chunks to enhance efficiency. This paradigm shift reframes stylization from a pure generative process driven by latent space losses to an explicit matching of distributions between two Gaussian representations. Our method achieves high-resolution 3D stylization by faithfully transferring details from 3D style scenes onto the content scene. Furthermore, WaSt-3D consistently delivers results across diverse content and style scenes without necessitating any training, as it relies solely on optimization-based techniques. See our project page for additional results and source code: https://compvis.github.io/wast3d/{https://compvis.github.io/wast3d/}.
BlockFusion: Expandable 3D Scene Generation using Latent Tri-plane Extrapolation
We present BlockFusion, a diffusion-based model that generates 3D scenes as unit blocks and seamlessly incorporates new blocks to extend the scene. BlockFusion is trained using datasets of 3D blocks that are randomly cropped from complete 3D scene meshes. Through per-block fitting, all training blocks are converted into the hybrid neural fields: with a tri-plane containing the geometry features, followed by a Multi-layer Perceptron (MLP) for decoding the signed distance values. A variational auto-encoder is employed to compress the tri-planes into the latent tri-plane space, on which the denoising diffusion process is performed. Diffusion applied to the latent representations allows for high-quality and diverse 3D scene generation. To expand a scene during generation, one needs only to append empty blocks to overlap with the current scene and extrapolate existing latent tri-planes to populate new blocks. The extrapolation is done by conditioning the generation process with the feature samples from the overlapping tri-planes during the denoising iterations. Latent tri-plane extrapolation produces semantically and geometrically meaningful transitions that harmoniously blend with the existing scene. A 2D layout conditioning mechanism is used to control the placement and arrangement of scene elements. Experimental results indicate that BlockFusion is capable of generating diverse, geometrically consistent and unbounded large 3D scenes with unprecedented high-quality shapes in both indoor and outdoor scenarios.
LayerPano3D: Layered 3D Panorama for Hyper-Immersive Scene Generation
3D immersive scene generation is a challenging yet critical task in computer vision and graphics. A desired virtual 3D scene should 1) exhibit omnidirectional view consistency, and 2) allow for free exploration in complex scene hierarchies. Existing methods either rely on successive scene expansion via inpainting or employ panorama representation to represent large FOV scene environments. However, the generated scene suffers from semantic drift during expansion and is unable to handle occlusion among scene hierarchies. To tackle these challenges, we introduce LayerPano3D, a novel framework for full-view, explorable panoramic 3D scene generation from a single text prompt. Our key insight is to decompose a reference 2D panorama into multiple layers at different depth levels, where each layer reveals the unseen space from the reference views via diffusion prior. LayerPano3D comprises multiple dedicated designs: 1) we introduce a novel text-guided anchor view synthesis pipeline for high-quality, consistent panorama generation. 2) We pioneer the Layered 3D Panorama as underlying representation to manage complex scene hierarchies and lift it into 3D Gaussians to splat detailed 360-degree omnidirectional scenes with unconstrained viewing paths. Extensive experiments demonstrate that our framework generates state-of-the-art 3D panoramic scene in both full view consistency and immersive exploratory experience. We believe that LayerPano3D holds promise for advancing 3D panoramic scene creation with numerous applications.
EWMBench: Evaluating Scene, Motion, and Semantic Quality in Embodied World Models
Recent advances in creative AI have enabled the synthesis of high-fidelity images and videos conditioned on language instructions. Building on these developments, text-to-video diffusion models have evolved into embodied world models (EWMs) capable of generating physically plausible scenes from language commands, effectively bridging vision and action in embodied AI applications. This work addresses the critical challenge of evaluating EWMs beyond general perceptual metrics to ensure the generation of physically grounded and action-consistent behaviors. We propose the Embodied World Model Benchmark (EWMBench), a dedicated framework designed to evaluate EWMs based on three key aspects: visual scene consistency, motion correctness, and semantic alignment. Our approach leverages a meticulously curated dataset encompassing diverse scenes and motion patterns, alongside a comprehensive multi-dimensional evaluation toolkit, to assess and compare candidate models. The proposed benchmark not only identifies the limitations of existing video generation models in meeting the unique requirements of embodied tasks but also provides valuable insights to guide future advancements in the field. The dataset and evaluation tools are publicly available at https://github.com/AgibotTech/EWMBench.
Octree-GS: Towards Consistent Real-time Rendering with LOD-Structured 3D Gaussians
The recent 3D Gaussian splatting (3D-GS) has shown remarkable rendering fidelity and efficiency compared to NeRF-based neural scene representations. While demonstrating the potential for real-time rendering, 3D-GS encounters rendering bottlenecks in large scenes with complex details due to an excessive number of Gaussian primitives located within the viewing frustum. This limitation is particularly noticeable in zoom-out views and can lead to inconsistent rendering speeds in scenes with varying details. Moreover, it often struggles to capture the corresponding level of details at different scales with its heuristic density control operation. Inspired by the Level-of-Detail (LOD) techniques, we introduce Octree-GS, featuring an LOD-structured 3D Gaussian approach supporting level-of-detail decomposition for scene representation that contributes to the final rendering results. Our model dynamically selects the appropriate level from the set of multi-resolution anchor points, ensuring consistent rendering performance with adaptive LOD adjustments while maintaining high-fidelity rendering results.
StreamingT2V: Consistent, Dynamic, and Extendable Long Video Generation from Text
Text-to-video diffusion models enable the generation of high-quality videos that follow text instructions, making it easy to create diverse and individual content. However, existing approaches mostly focus on high-quality short video generation (typically 16 or 24 frames), ending up with hard-cuts when naively extended to the case of long video synthesis. To overcome these limitations, we introduce StreamingT2V, an autoregressive approach for long video generation of 80, 240, 600, 1200 or more frames with smooth transitions. The key components are:(i) a short-term memory block called conditional attention module (CAM), which conditions the current generation on the features extracted from the previous chunk via an attentional mechanism, leading to consistent chunk transitions, (ii) a long-term memory block called appearance preservation module, which extracts high-level scene and object features from the first video chunk to prevent the model from forgetting the initial scene, and (iii) a randomized blending approach that enables to apply a video enhancer autoregressively for infinitely long videos without inconsistencies between chunks. Experiments show that StreamingT2V generates high motion amount. In contrast, all competing image-to-video methods are prone to video stagnation when applied naively in an autoregressive manner. Thus, we propose with StreamingT2V a high-quality seamless text-to-long video generator that outperforms competitors with consistency and motion. Our code will be available at: https://github.com/Picsart-AI-Research/StreamingT2V
ObjFiller-3D: Consistent Multi-view 3D Inpainting via Video Diffusion Models
3D inpainting often relies on multi-view 2D image inpainting, where the inherent inconsistencies across different inpainted views can result in blurred textures, spatial discontinuities, and distracting visual artifacts. These inconsistencies pose significant challenges when striving for accurate and realistic 3D object completion, particularly in applications that demand high fidelity and structural coherence. To overcome these limitations, we propose ObjFiller-3D, a novel method designed for the completion and editing of high-quality and consistent 3D objects. Instead of employing a conventional 2D image inpainting model, our approach leverages a curated selection of state-of-the-art video editing model to fill in the masked regions of 3D objects. We analyze the representation gap between 3D and videos, and propose an adaptation of a video inpainting model for 3D scene inpainting. In addition, we introduce a reference-based 3D inpainting method to further enhance the quality of reconstruction. Experiments across diverse datasets show that compared to previous methods, ObjFiller-3D produces more faithful and fine-grained reconstructions (PSNR of 26.6 vs. NeRFiller (15.9) and LPIPS of 0.19 vs. Instant3dit (0.25)). Moreover, it demonstrates strong potential for practical deployment in real-world 3D editing applications. Project page: https://objfiller3d.github.io/ Code: https://github.com/objfiller3d/ObjFiller-3D .
3DGS-Enhancer: Enhancing Unbounded 3D Gaussian Splatting with View-consistent 2D Diffusion Priors
Novel-view synthesis aims to generate novel views of a scene from multiple input images or videos, and recent advancements like 3D Gaussian splatting (3DGS) have achieved notable success in producing photorealistic renderings with efficient pipelines. However, generating high-quality novel views under challenging settings, such as sparse input views, remains difficult due to insufficient information in under-sampled areas, often resulting in noticeable artifacts. This paper presents 3DGS-Enhancer, a novel pipeline for enhancing the representation quality of 3DGS representations. We leverage 2D video diffusion priors to address the challenging 3D view consistency problem, reformulating it as achieving temporal consistency within a video generation process. 3DGS-Enhancer restores view-consistent latent features of rendered novel views and integrates them with the input views through a spatial-temporal decoder. The enhanced views are then used to fine-tune the initial 3DGS model, significantly improving its rendering performance. Extensive experiments on large-scale datasets of unbounded scenes demonstrate that 3DGS-Enhancer yields superior reconstruction performance and high-fidelity rendering results compared to state-of-the-art methods. The project webpage is https://xiliu8006.github.io/3DGS-Enhancer-project .
Text2NeRF: Text-Driven 3D Scene Generation with Neural Radiance Fields
Text-driven 3D scene generation is widely applicable to video gaming, film industry, and metaverse applications that have a large demand for 3D scenes. However, existing text-to-3D generation methods are limited to producing 3D objects with simple geometries and dreamlike styles that lack realism. In this work, we present Text2NeRF, which is able to generate a wide range of 3D scenes with complicated geometric structures and high-fidelity textures purely from a text prompt. To this end, we adopt NeRF as the 3D representation and leverage a pre-trained text-to-image diffusion model to constrain the 3D reconstruction of the NeRF to reflect the scene description. Specifically, we employ the diffusion model to infer the text-related image as the content prior and use a monocular depth estimation method to offer the geometric prior. Both content and geometric priors are utilized to update the NeRF model. To guarantee textured and geometric consistency between different views, we introduce a progressive scene inpainting and updating strategy for novel view synthesis of the scene. Our method requires no additional training data but only a natural language description of the scene as the input. Extensive experiments demonstrate that our Text2NeRF outperforms existing methods in producing photo-realistic, multi-view consistent, and diverse 3D scenes from a variety of natural language prompts.
FantasyWorld: Geometry-Consistent World Modeling via Unified Video and 3D Prediction
High-quality 3D world models are pivotal for embodied intelligence and Artificial General Intelligence (AGI), underpinning applications such as AR/VR content creation and robotic navigation. Despite the established strong imaginative priors, current video foundation models lack explicit 3D grounding capabilities, thus being limited in both spatial consistency and their utility for downstream 3D reasoning tasks. In this work, we present FantasyWorld, a geometry-enhanced framework that augments frozen video foundation models with a trainable geometric branch, enabling joint modeling of video latents and an implicit 3D field in a single forward pass. Our approach introduces cross-branch supervision, where geometry cues guide video generation and video priors regularize 3D prediction, thus yielding consistent and generalizable 3D-aware video representations. Notably, the resulting latents from the geometric branch can potentially serve as versatile representations for downstream 3D tasks such as novel view synthesis and navigation, without requiring per-scene optimization or fine-tuning. Extensive experiments show that FantasyWorld effectively bridges video imagination and 3D perception, outperforming recent geometry-consistent baselines in multi-view coherence and style consistency. Ablation studies further confirm that these gains stem from the unified backbone and cross-branch information exchange.
MV-CoLight: Efficient Object Compositing with Consistent Lighting and Shadow Generation
Object compositing offers significant promise for augmented reality (AR) and embodied intelligence applications. Existing approaches predominantly focus on single-image scenarios or intrinsic decomposition techniques, facing challenges with multi-view consistency, complex scenes, and diverse lighting conditions. Recent inverse rendering advancements, such as 3D Gaussian and diffusion-based methods, have enhanced consistency but are limited by scalability, heavy data requirements, or prolonged reconstruction time per scene. To broaden its applicability, we introduce MV-CoLight, a two-stage framework for illumination-consistent object compositing in both 2D images and 3D scenes. Our novel feed-forward architecture models lighting and shadows directly, avoiding the iterative biases of diffusion-based methods. We employ a Hilbert curve-based mapping to align 2D image inputs with 3D Gaussian scene representations seamlessly. To facilitate training and evaluation, we further introduce a large-scale 3D compositing dataset. Experiments demonstrate state-of-the-art harmonized results across standard benchmarks and our dataset, as well as casually captured real-world scenes demonstrate the framework's robustness and wide generalization.
X-Scene: Large-Scale Driving Scene Generation with High Fidelity and Flexible Controllability
Diffusion models are advancing autonomous driving by enabling realistic data synthesis, predictive end-to-end planning, and closed-loop simulation, with a primary focus on temporally consistent generation. However, the generation of large-scale 3D scenes that require spatial coherence remains underexplored. In this paper, we propose X-Scene, a novel framework for large-scale driving scene generation that achieves both geometric intricacy and appearance fidelity, while offering flexible controllability. Specifically, X-Scene supports multi-granular control, including low-level conditions such as user-provided or text-driven layout for detailed scene composition and high-level semantic guidance such as user-intent and LLM-enriched text prompts for efficient customization. To enhance geometrical and visual fidelity, we introduce a unified pipeline that sequentially generates 3D semantic occupancy and the corresponding multiview images, while ensuring alignment between modalities. Additionally, we extend the generated local region into a large-scale scene through consistency-aware scene outpainting, which extrapolates new occupancy and images conditioned on the previously generated area, enhancing spatial continuity and preserving visual coherence. The resulting scenes are lifted into high-quality 3DGS representations, supporting diverse applications such as scene exploration. Comprehensive experiments demonstrate that X-Scene significantly advances controllability and fidelity for large-scale driving scene generation, empowering data generation and simulation for autonomous driving.
Gaussian2Scene: 3D Scene Representation Learning via Self-supervised Learning with 3D Gaussian Splatting
Self-supervised learning (SSL) for point cloud pre-training has become a cornerstone for many 3D vision tasks, enabling effective learning from large-scale unannotated data. At the scene level, existing SSL methods often incorporate volume rendering into the pre-training framework, using RGB-D images as reconstruction signals to facilitate cross-modal learning. This strategy promotes alignment between 2D and 3D modalities and enables the model to benefit from rich visual cues in the RGB-D inputs. However, these approaches are limited by their reliance on implicit scene representations and high memory demands. Furthermore, since their reconstruction objectives are applied only in 2D space, they often fail to capture underlying 3D geometric structures. To address these challenges, we propose Gaussian2Scene, a novel scene-level SSL framework that leverages the efficiency and explicit nature of 3D Gaussian Splatting (3DGS) for pre-training. The use of 3DGS not only alleviates the computational burden associated with volume rendering but also supports direct 3D scene reconstruction, thereby enhancing the geometric understanding of the backbone network. Our approach follows a progressive two-stage training strategy. In the first stage, a dual-branch masked autoencoder learns both 2D and 3D scene representations. In the second stage, we initialize training with reconstructed point clouds and further supervise learning using the geometric locations of Gaussian primitives and rendered RGB images. This process reinforces both geometric and cross-modal learning. We demonstrate the effectiveness of Gaussian2Scene across several downstream 3D object detection tasks, showing consistent improvements over existing pre-training methods.
Satellite to GroundScape -- Large-scale Consistent Ground View Generation from Satellite Views
Generating consistent ground-view images from satellite imagery is challenging, primarily due to the large discrepancies in viewing angles and resolution between satellite and ground-level domains. Previous efforts mainly concentrated on single-view generation, often resulting in inconsistencies across neighboring ground views. In this work, we propose a novel cross-view synthesis approach designed to overcome these challenges by ensuring consistency across ground-view images generated from satellite views. Our method, based on a fixed latent diffusion model, introduces two conditioning modules: satellite-guided denoising, which extracts high-level scene layout to guide the denoising process, and satellite-temporal denoising, which captures camera motion to maintain consistency across multiple generated views. We further contribute a large-scale satellite-ground dataset containing over 100,000 perspective pairs to facilitate extensive ground scene or video generation. Experimental results demonstrate that our approach outperforms existing methods on perceptual and temporal metrics, achieving high photorealism and consistency in multi-view outputs.
BEVWorld: A Multimodal World Simulator for Autonomous Driving via Scene-Level BEV Latents
World models have attracted increasing attention in autonomous driving for their ability to forecast potential future scenarios. In this paper, we propose BEVWorld, a novel framework that transforms multimodal sensor inputs into a unified and compact Bird's Eye View (BEV) latent space for holistic environment modeling. The proposed world model consists of two main components: a multi-modal tokenizer and a latent BEV sequence diffusion model. The multi-modal tokenizer first encodes heterogeneous sensory data, and its decoder reconstructs the latent BEV tokens into LiDAR and surround-view image observations via ray-casting rendering in a self-supervised manner. This enables joint modeling and bidirectional encoding-decoding of panoramic imagery and point cloud data within a shared spatial representation. On top of this, the latent BEV sequence diffusion model performs temporally consistent forecasting of future scenes, conditioned on high-level action tokens, enabling scene-level reasoning over time. Extensive experiments demonstrate the effectiveness of BEVWorld on autonomous driving benchmarks, showcasing its capability in realistic future scene generation and its benefits for downstream tasks such as perception and motion prediction.
Free-Editor: Zero-shot Text-driven 3D Scene Editing
Text-to-Image (T2I) diffusion models have recently gained traction for their versatility and user-friendliness in 2D content generation and editing. However, training a diffusion model specifically for 3D scene editing is challenging due to the scarcity of large-scale datasets. Currently, editing 3D scenes necessitates either retraining the model to accommodate various 3D edits or developing specific methods tailored to each unique editing type. Moreover, state-of-the-art (SOTA) techniques require multiple synchronized edited images from the same scene to enable effective scene editing. Given the current limitations of T2I models, achieving consistent editing effects across multiple images remains difficult, leading to multi-view inconsistency in editing. This inconsistency undermines the performance of 3D scene editing when these images are utilized. In this study, we introduce a novel, training-free 3D scene editing technique called Free-Editor, which enables users to edit 3D scenes without the need for model retraining during the testing phase. Our method effectively addresses the issue of multi-view style inconsistency found in state-of-the-art (SOTA) methods through the implementation of a single-view editing scheme. Specifically, we demonstrate that editing a particular 3D scene can be achieved by modifying only a single view. To facilitate this, we present an Edit Transformer that ensures intra-view consistency and inter-view style transfer using self-view and cross-view attention mechanisms, respectively. By eliminating the need for model retraining and multi-view editing, our approach significantly reduces editing time and memory resource requirements, achieving runtimes approximately 20 times faster than SOTA methods. We have performed extensive experiments on various benchmark datasets, showcasing the diverse editing capabilities of our proposed technique.
Davidsonian Scene Graph: Improving Reliability in Fine-grained Evaluation for Text-to-Image Generation
Evaluating text-to-image models is notoriously difficult. A strong recent approach for assessing text-image faithfulness is based on QG/A (question generation and answering), which uses pre-trained foundational models to automatically generate a set of questions and answers from the prompt, and output images are scored based on whether these answers extracted with a visual question answering model are consistent with the prompt-based answers. This kind of evaluation is naturally dependent on the quality of the underlying QG and VQA models. We identify and address several reliability challenges in existing QG/A work: (a) QG questions should respect the prompt (avoiding hallucinations, duplications, and omissions) and (b) VQA answers should be consistent (not asserting that there is no motorcycle in an image while also claiming the motorcycle is blue). We address these issues with Davidsonian Scene Graph (DSG), an empirically grounded evaluation framework inspired by formal semantics, which is adaptable to any QG/A frameworks. DSG produces atomic and unique questions organized in dependency graphs, which (i) ensure appropriate semantic coverage and (ii) sidestep inconsistent answers. With extensive experimentation and human evaluation on a range of model configurations (LLM, VQA, and T2I), we empirically demonstrate that DSG addresses the challenges noted above. Finally, we present DSG-1k, an open-sourced evaluation benchmark that includes 1,060 prompts, covering a wide range of fine-grained semantic categories with a balanced distribution. We release the DSG-1k prompts and the corresponding DSG questions.
DreamWaltz: Make a Scene with Complex 3D Animatable Avatars
We present DreamWaltz, a novel framework for generating and animating complex 3D avatars given text guidance and parametric human body prior. While recent methods have shown encouraging results for text-to-3D generation of common objects, creating high-quality and animatable 3D avatars remains challenging. To create high-quality 3D avatars, DreamWaltz proposes 3D-consistent occlusion-aware Score Distillation Sampling (SDS) to optimize implicit neural representations with canonical poses. It provides view-aligned supervision via 3D-aware skeleton conditioning which enables complex avatar generation without artifacts and multiple faces. For animation, our method learns an animatable 3D avatar representation from abundant image priors of diffusion model conditioned on various poses, which could animate complex non-rigged avatars given arbitrary poses without retraining. Extensive evaluations demonstrate that DreamWaltz is an effective and robust approach for creating 3D avatars that can take on complex shapes and appearances as well as novel poses for animation. The proposed framework further enables the creation of complex scenes with diverse compositions, including avatar-avatar, avatar-object and avatar-scene interactions. See https://dreamwaltz3d.github.io/ for more vivid 3D avatar and animation results.
Natural scene reconstruction from fMRI signals using generative latent diffusion
In neural decoding research, one of the most intriguing topics is the reconstruction of perceived natural images based on fMRI signals. Previous studies have succeeded in re-creating different aspects of the visuals, such as low-level properties (shape, texture, layout) or high-level features (category of objects, descriptive semantics of scenes) but have typically failed to reconstruct these properties together for complex scene images. Generative AI has recently made a leap forward with latent diffusion models capable of generating high-complexity images. Here, we investigate how to take advantage of this innovative technology for brain decoding. We present a two-stage scene reconstruction framework called ``Brain-Diffuser''. In the first stage, starting from fMRI signals, we reconstruct images that capture low-level properties and overall layout using a VDVAE (Very Deep Variational Autoencoder) model. In the second stage, we use the image-to-image framework of a latent diffusion model (Versatile Diffusion) conditioned on predicted multimodal (text and visual) features, to generate final reconstructed images. On the publicly available Natural Scenes Dataset benchmark, our method outperforms previous models both qualitatively and quantitatively. When applied to synthetic fMRI patterns generated from individual ROI (region-of-interest) masks, our trained model creates compelling ``ROI-optimal'' scenes consistent with neuroscientific knowledge. Thus, the proposed methodology can have an impact on both applied (e.g. brain-computer interface) and fundamental neuroscience.
Panoptic Lifting for 3D Scene Understanding with Neural Fields
We propose Panoptic Lifting, a novel approach for learning panoptic 3D volumetric representations from images of in-the-wild scenes. Once trained, our model can render color images together with 3D-consistent panoptic segmentation from novel viewpoints. Unlike existing approaches which use 3D input directly or indirectly, our method requires only machine-generated 2D panoptic segmentation masks inferred from a pre-trained network. Our core contribution is a panoptic lifting scheme based on a neural field representation that generates a unified and multi-view consistent, 3D panoptic representation of the scene. To account for inconsistencies of 2D instance identifiers across views, we solve a linear assignment with a cost based on the model's current predictions and the machine-generated segmentation masks, thus enabling us to lift 2D instances to 3D in a consistent way. We further propose and ablate contributions that make our method more robust to noisy, machine-generated labels, including test-time augmentations for confidence estimates, segment consistency loss, bounded segmentation fields, and gradient stopping. Experimental results validate our approach on the challenging Hypersim, Replica, and ScanNet datasets, improving by 8.4, 13.8, and 10.6% in scene-level PQ over state of the art.
Panoptic NeRF: 3D-to-2D Label Transfer for Panoptic Urban Scene Segmentation
Large-scale training data with high-quality annotations is critical for training semantic and instance segmentation models. Unfortunately, pixel-wise annotation is labor-intensive and costly, raising the demand for more efficient labeling strategies. In this work, we present a novel 3D-to-2D label transfer method, Panoptic NeRF, which aims for obtaining per-pixel 2D semantic and instance labels from easy-to-obtain coarse 3D bounding primitives. Our method utilizes NeRF as a differentiable tool to unify coarse 3D annotations and 2D semantic cues transferred from existing datasets. We demonstrate that this combination allows for improved geometry guided by semantic information, enabling rendering of accurate semantic maps across multiple views. Furthermore, this fusion process resolves label ambiguity of the coarse 3D annotations and filters noise in the 2D predictions. By inferring in 3D space and rendering to 2D labels, our 2D semantic and instance labels are multi-view consistent by design. Experimental results show that Panoptic NeRF outperforms existing label transfer methods in terms of accuracy and multi-view consistency on challenging urban scenes of the KITTI-360 dataset.
What Is Wrong With Scene Text Recognition Model Comparisons? Dataset and Model Analysis
Many new proposals for scene text recognition (STR) models have been introduced in recent years. While each claim to have pushed the boundary of the technology, a holistic and fair comparison has been largely missing in the field due to the inconsistent choices of training and evaluation datasets. This paper addresses this difficulty with three major contributions. First, we examine the inconsistencies of training and evaluation datasets, and the performance gap results from inconsistencies. Second, we introduce a unified four-stage STR framework that most existing STR models fit into. Using this framework allows for the extensive evaluation of previously proposed STR modules and the discovery of previously unexplored module combinations. Third, we analyze the module-wise contributions to performance in terms of accuracy, speed, and memory demand, under one consistent set of training and evaluation datasets. Such analyses clean up the hindrance on the current comparisons to understand the performance gain of the existing modules.
Momentum-GS: Momentum Gaussian Self-Distillation for High-Quality Large Scene Reconstruction
3D Gaussian Splatting has demonstrated notable success in large-scale scene reconstruction, but challenges persist due to high training memory consumption and storage overhead. Hybrid representations that integrate implicit and explicit features offer a way to mitigate these limitations. However, when applied in parallelized block-wise training, two critical issues arise since reconstruction accuracy deteriorates due to reduced data diversity when training each block independently, and parallel training restricts the number of divided blocks to the available number of GPUs. To address these issues, we propose Momentum-GS, a novel approach that leverages momentum-based self-distillation to promote consistency and accuracy across the blocks while decoupling the number of blocks from the physical GPU count. Our method maintains a teacher Gaussian decoder updated with momentum, ensuring a stable reference during training. This teacher provides each block with global guidance in a self-distillation manner, promoting spatial consistency in reconstruction. To further ensure consistency across the blocks, we incorporate block weighting, dynamically adjusting each block's weight according to its reconstruction accuracy. Extensive experiments on large-scale scenes show that our method consistently outperforms existing techniques, achieving a 12.8% improvement in LPIPS over CityGaussian with much fewer divided blocks and establishing a new state of the art. Project page: https://jixuan-fan.github.io/Momentum-GS_Page/
SAMPro3D: Locating SAM Prompts in 3D for Zero-Shot Scene Segmentation
We introduce SAMPro3D for zero-shot 3D indoor scene segmentation. Given the 3D point cloud and multiple posed 2D frames of 3D scenes, our approach segments 3D scenes by applying the pretrained Segment Anything Model (SAM) to 2D frames. Our key idea involves locating 3D points in scenes as natural 3D prompts to align their projected pixel prompts across frames, ensuring frame-consistency in both pixel prompts and their SAM-predicted masks. Moreover, we suggest filtering out low-quality 3D prompts based on feedback from all 2D frames, for enhancing segmentation quality. We also propose to consolidate different 3D prompts if they are segmenting the same object, bringing a more comprehensive segmentation. Notably, our method does not require any additional training on domain-specific data, enabling us to preserve the zero-shot power of SAM. Extensive qualitative and quantitative results show that our method consistently achieves higher quality and more diverse segmentation than previous zero-shot or fully supervised approaches, and in many cases even surpasses human-level annotations. The project page can be accessed at https://mutianxu.github.io/sampro3d/.
CasaGPT: Cuboid Arrangement and Scene Assembly for Interior Design
We present a novel approach for indoor scene synthesis, which learns to arrange decomposed cuboid primitives to represent 3D objects within a scene. Unlike conventional methods that use bounding boxes to determine the placement and scale of 3D objects, our approach leverages cuboids as a straightforward yet highly effective alternative for modeling objects. This allows for compact scene generation while minimizing object intersections. Our approach, coined CasaGPT for Cuboid Arrangement and Scene Assembly, employs an autoregressive model to sequentially arrange cuboids, producing physically plausible scenes. By applying rejection sampling during the fine-tuning stage to filter out scenes with object collisions, our model further reduces intersections and enhances scene quality. Additionally, we introduce a refined dataset, 3DFRONT-NC, which eliminates significant noise presented in the original dataset, 3D-FRONT. Extensive experiments on the 3D-FRONT dataset as well as our dataset demonstrate that our approach consistently outperforms the state-of-the-art methods, enhancing the realism of generated scenes, and providing a promising direction for 3D scene synthesis.
SDD-4DGS: Static-Dynamic Aware Decoupling in Gaussian Splatting for 4D Scene Reconstruction
Dynamic and static components in scenes often exhibit distinct properties, yet most 4D reconstruction methods treat them indiscriminately, leading to suboptimal performance in both cases. This work introduces SDD-4DGS, the first framework for static-dynamic decoupled 4D scene reconstruction based on Gaussian Splatting. Our approach is built upon a novel probabilistic dynamic perception coefficient that is naturally integrated into the Gaussian reconstruction pipeline, enabling adaptive separation of static and dynamic components. With carefully designed implementation strategies to realize this theoretical framework, our method effectively facilitates explicit learning of motion patterns for dynamic elements while maintaining geometric stability for static structures. Extensive experiments on five benchmark datasets demonstrate that SDD-4DGS consistently outperforms state-of-the-art methods in reconstruction fidelity, with enhanced detail restoration for static structures and precise modeling of dynamic motions. The code will be released.
Shape Anchor Guided Holistic Indoor Scene Understanding
This paper proposes a shape anchor guided learning strategy (AncLearn) for robust holistic indoor scene understanding. We observe that the search space constructed by current methods for proposal feature grouping and instance point sampling often introduces massive noise to instance detection and mesh reconstruction. Accordingly, we develop AncLearn to generate anchors that dynamically fit instance surfaces to (i) unmix noise and target-related features for offering reliable proposals at the detection stage, and (ii) reduce outliers in object point sampling for directly providing well-structured geometry priors without segmentation during reconstruction. We embed AncLearn into a reconstruction-from-detection learning system (AncRec) to generate high-quality semantic scene models in a purely instance-oriented manner. Experiments conducted on the challenging ScanNetv2 dataset demonstrate that our shape anchor-based method consistently achieves state-of-the-art performance in terms of 3D object detection, layout estimation, and shape reconstruction. The code will be available at https://github.com/Geo-Tell/AncRec.
FlashWorld: High-quality 3D Scene Generation within Seconds
We propose FlashWorld, a generative model that produces 3D scenes from a single image or text prompt in seconds, 10~100times faster than previous works while possessing superior rendering quality. Our approach shifts from the conventional multi-view-oriented (MV-oriented) paradigm, which generates multi-view images for subsequent 3D reconstruction, to a 3D-oriented approach where the model directly produces 3D Gaussian representations during multi-view generation. While ensuring 3D consistency, 3D-oriented method typically suffers poor visual quality. FlashWorld includes a dual-mode pre-training phase followed by a cross-mode post-training phase, effectively integrating the strengths of both paradigms. Specifically, leveraging the prior from a video diffusion model, we first pre-train a dual-mode multi-view diffusion model, which jointly supports MV-oriented and 3D-oriented generation modes. To bridge the quality gap in 3D-oriented generation, we further propose a cross-mode post-training distillation by matching distribution from consistent 3D-oriented mode to high-quality MV-oriented mode. This not only enhances visual quality while maintaining 3D consistency, but also reduces the required denoising steps for inference. Also, we propose a strategy to leverage massive single-view images and text prompts during this process to enhance the model's generalization to out-of-distribution inputs. Extensive experiments demonstrate the superiority and efficiency of our method.
Phantom-Data : Towards a General Subject-Consistent Video Generation Dataset
Subject-to-video generation has witnessed substantial progress in recent years. However, existing models still face significant challenges in faithfully following textual instructions. This limitation, commonly known as the copy-paste problem, arises from the widely used in-pair training paradigm. This approach inherently entangles subject identity with background and contextual attributes by sampling reference images from the same scene as the target video. To address this issue, we introduce Phantom-Data, the first general-purpose cross-pair subject-to-video consistency dataset, containing approximately one million identity-consistent pairs across diverse categories. Our dataset is constructed via a three-stage pipeline: (1) a general and input-aligned subject detection module, (2) large-scale cross-context subject retrieval from more than 53 million videos and 3 billion images, and (3) prior-guided identity verification to ensure visual consistency under contextual variation. Comprehensive experiments show that training with Phantom-Data significantly improves prompt alignment and visual quality while preserving identity consistency on par with in-pair baselines.
GEN3C: 3D-Informed World-Consistent Video Generation with Precise Camera Control
We present GEN3C, a generative video model with precise Camera Control and temporal 3D Consistency. Prior video models already generate realistic videos, but they tend to leverage little 3D information, leading to inconsistencies, such as objects popping in and out of existence. Camera control, if implemented at all, is imprecise, because camera parameters are mere inputs to the neural network which must then infer how the video depends on the camera. In contrast, GEN3C is guided by a 3D cache: point clouds obtained by predicting the pixel-wise depth of seed images or previously generated frames. When generating the next frames, GEN3C is conditioned on the 2D renderings of the 3D cache with the new camera trajectory provided by the user. Crucially, this means that GEN3C neither has to remember what it previously generated nor does it have to infer the image structure from the camera pose. The model, instead, can focus all its generative power on previously unobserved regions, as well as advancing the scene state to the next frame. Our results demonstrate more precise camera control than prior work, as well as state-of-the-art results in sparse-view novel view synthesis, even in challenging settings such as driving scenes and monocular dynamic video. Results are best viewed in videos. Check out our webpage! https://research.nvidia.com/labs/toronto-ai/GEN3C/
GALA3D: Towards Text-to-3D Complex Scene Generation via Layout-guided Generative Gaussian Splatting
We present GALA3D, generative 3D GAussians with LAyout-guided control, for effective compositional text-to-3D generation. We first utilize large language models (LLMs) to generate the initial layout and introduce a layout-guided 3D Gaussian representation for 3D content generation with adaptive geometric constraints. We then propose an object-scene compositional optimization mechanism with conditioned diffusion to collaboratively generate realistic 3D scenes with consistent geometry, texture, scale, and accurate interactions among multiple objects while simultaneously adjusting the coarse layout priors extracted from the LLMs to align with the generated scene. Experiments show that GALA3D is a user-friendly, end-to-end framework for state-of-the-art scene-level 3D content generation and controllable editing while ensuring the high fidelity of object-level entities within the scene. Source codes and models will be available at https://gala3d.github.io/.
SceneCraft: Layout-Guided 3D Scene Generation
The creation of complex 3D scenes tailored to user specifications has been a tedious and challenging task with traditional 3D modeling tools. Although some pioneering methods have achieved automatic text-to-3D generation, they are generally limited to small-scale scenes with restricted control over the shape and texture. We introduce SceneCraft, a novel method for generating detailed indoor scenes that adhere to textual descriptions and spatial layout preferences provided by users. Central to our method is a rendering-based technique, which converts 3D semantic layouts into multi-view 2D proxy maps. Furthermore, we design a semantic and depth conditioned diffusion model to generate multi-view images, which are used to learn a neural radiance field (NeRF) as the final scene representation. Without the constraints of panorama image generation, we surpass previous methods in supporting complicated indoor space generation beyond a single room, even as complicated as a whole multi-bedroom apartment with irregular shapes and layouts. Through experimental analysis, we demonstrate that our method significantly outperforms existing approaches in complex indoor scene generation with diverse textures, consistent geometry, and realistic visual quality. Code and more results are available at: https://orangesodahub.github.io/SceneCraft
ClaraVid: A Holistic Scene Reconstruction Benchmark From Aerial Perspective With Delentropy-Based Complexity Profiling
The development of aerial holistic scene understanding algorithms is hindered by the scarcity of comprehensive datasets that enable both semantic and geometric reconstruction. While synthetic datasets offer an alternative, existing options exhibit task-specific limitations, unrealistic scene compositions, and rendering artifacts that compromise real-world applicability. We introduce ClaraVid, a synthetic aerial dataset specifically designed to overcome these limitations. Comprising 16,917 high-resolution images captured at 4032x3024 from multiple viewpoints across diverse landscapes, ClaraVid provides dense depth maps, panoptic segmentation, sparse point clouds, and dynamic object masks, while mitigating common rendering artifacts. To further advance neural reconstruction, we introduce the Delentropic Scene Profile (DSP), a novel complexity metric derived from differential entropy analysis, designed to quantitatively assess scene difficulty and inform reconstruction tasks. Utilizing DSP, we systematically benchmark neural reconstruction methods, uncovering a consistent, measurable correlation between scene complexity and reconstruction accuracy. Empirical results indicate that higher delentropy strongly correlates with increased reconstruction errors, validating DSP as a reliable complexity prior. Currently under review, upon acceptance the data and code will be available at https://rdbch.github.io/claravid{rdbch.github.io/ClaraVid}.
Bridging Diffusion Models and 3D Representations: A 3D Consistent Super-Resolution Framework
We propose 3D Super Resolution (3DSR), a novel 3D Gaussian-splatting-based super-resolution framework that leverages off-the-shelf diffusion-based 2D super-resolution models. 3DSR encourages 3D consistency across views via the use of an explicit 3D Gaussian-splatting-based scene representation. This makes the proposed 3DSR different from prior work, such as image upsampling or the use of video super-resolution, which either don't consider 3D consistency or aim to incorporate 3D consistency implicitly. Notably, our method enhances visual quality without additional fine-tuning, ensuring spatial coherence within the reconstructed scene. We evaluate 3DSR on MipNeRF360 and LLFF data, demonstrating that it produces high-resolution results that are visually compelling, while maintaining structural consistency in 3D reconstructions. Code will be released.
Taming Video Diffusion Prior with Scene-Grounding Guidance for 3D Gaussian Splatting from Sparse Inputs
Despite recent successes in novel view synthesis using 3D Gaussian Splatting (3DGS), modeling scenes with sparse inputs remains a challenge. In this work, we address two critical yet overlooked issues in real-world sparse-input modeling: extrapolation and occlusion. To tackle these issues, we propose to use a reconstruction by generation pipeline that leverages learned priors from video diffusion models to provide plausible interpretations for regions outside the field of view or occluded. However, the generated sequences exhibit inconsistencies that do not fully benefit subsequent 3DGS modeling. To address the challenge of inconsistencies, we introduce a novel scene-grounding guidance based on rendered sequences from an optimized 3DGS, which tames the diffusion model to generate consistent sequences. This guidance is training-free and does not require any fine-tuning of the diffusion model. To facilitate holistic scene modeling, we also propose a trajectory initialization method. It effectively identifies regions that are outside the field of view and occluded. We further design a scheme tailored for 3DGS optimization with generated sequences. Experiments demonstrate that our method significantly improves upon the baseline and achieves state-of-the-art performance on challenging benchmarks.
Vid2Avatar: 3D Avatar Reconstruction from Videos in the Wild via Self-supervised Scene Decomposition
We present Vid2Avatar, a method to learn human avatars from monocular in-the-wild videos. Reconstructing humans that move naturally from monocular in-the-wild videos is difficult. Solving it requires accurately separating humans from arbitrary backgrounds. Moreover, it requires reconstructing detailed 3D surface from short video sequences, making it even more challenging. Despite these challenges, our method does not require any groundtruth supervision or priors extracted from large datasets of clothed human scans, nor do we rely on any external segmentation modules. Instead, it solves the tasks of scene decomposition and surface reconstruction directly in 3D by modeling both the human and the background in the scene jointly, parameterized via two separate neural fields. Specifically, we define a temporally consistent human representation in canonical space and formulate a global optimization over the background model, the canonical human shape and texture, and per-frame human pose parameters. A coarse-to-fine sampling strategy for volume rendering and novel objectives are introduced for a clean separation of dynamic human and static background, yielding detailed and robust 3D human geometry reconstructions. We evaluate our methods on publicly available datasets and show improvements over prior art.
CharaConsist: Fine-Grained Consistent Character Generation
In text-to-image generation, producing a series of consistent contents that preserve the same identity is highly valuable for real-world applications. Although a few works have explored training-free methods to enhance the consistency of generated subjects, we observe that they suffer from the following problems. First, they fail to maintain consistent background details, which limits their applicability. Furthermore, when the foreground character undergoes large motion variations, inconsistencies in identity and clothing details become evident. To address these problems, we propose CharaConsist, which employs point-tracking attention and adaptive token merge along with decoupled control of the foreground and background. CharaConsist enables fine-grained consistency for both foreground and background, supporting the generation of one character in continuous shots within a fixed scene or in discrete shots across different scenes. Moreover, CharaConsist is the first consistent generation method tailored for text-to-image DiT model. Its ability to maintain fine-grained consistency, combined with the larger capacity of latest base model, enables it to produce high-quality visual outputs, broadening its applicability to a wider range of real-world scenarios. The source code has been released at https://github.com/Murray-Wang/CharaConsist
PanSt3R: Multi-view Consistent Panoptic Segmentation
Panoptic segmentation of 3D scenes, involving the segmentation and classification of object instances in a dense 3D reconstruction of a scene, is a challenging problem, especially when relying solely on unposed 2D images. Existing approaches typically leverage off-the-shelf models to extract per-frame 2D panoptic segmentations, before optimizing an implicit geometric representation (often based on NeRF) to integrate and fuse the 2D predictions. We argue that relying on 2D panoptic segmentation for a problem inherently 3D and multi-view is likely suboptimal as it fails to leverage the full potential of spatial relationships across views. In addition to requiring camera parameters, these approaches also necessitate computationally expensive test-time optimization for each scene. Instead, in this work, we propose a unified and integrated approach PanSt3R, which eliminates the need for test-time optimization by jointly predicting 3D geometry and multi-view panoptic segmentation in a single forward pass. Our approach builds upon recent advances in 3D reconstruction, specifically upon MUSt3R, a scalable multi-view version of DUSt3R, and enhances it with semantic awareness and multi-view panoptic segmentation capabilities. We additionally revisit the standard post-processing mask merging procedure and introduce a more principled approach for multi-view segmentation. We also introduce a simple method for generating novel-view predictions based on the predictions of PanSt3R and vanilla 3DGS. Overall, the proposed PanSt3R is conceptually simple, yet fast and scalable, and achieves state-of-the-art performance on several benchmarks, while being orders of magnitude faster than existing methods.
VAST 1.0: A Unified Framework for Controllable and Consistent Video Generation
Generating high-quality videos from textual descriptions poses challenges in maintaining temporal coherence and control over subject motion. We propose VAST (Video As Storyboard from Text), a two-stage framework to address these challenges and enable high-quality video generation. In the first stage, StoryForge transforms textual descriptions into detailed storyboards, capturing human poses and object layouts to represent the structural essence of the scene. In the second stage, VisionForge generates videos from these storyboards, producing high-quality videos with smooth motion, temporal consistency, and spatial coherence. By decoupling text understanding from video generation, VAST enables precise control over subject dynamics and scene composition. Experiments on the VBench benchmark demonstrate that VAST outperforms existing methods in both visual quality and semantic expression, setting a new standard for dynamic and coherent video generation.
Lay-A-Scene: Personalized 3D Object Arrangement Using Text-to-Image Priors
Generating 3D visual scenes is at the forefront of visual generative AI, but current 3D generation techniques struggle with generating scenes with multiple high-resolution objects. Here we introduce Lay-A-Scene, which solves the task of Open-set 3D Object Arrangement, effectively arranging unseen objects. Given a set of 3D objects, the task is to find a plausible arrangement of these objects in a scene. We address this task by leveraging pre-trained text-to-image models. We personalize the model and explain how to generate images of a scene that contains multiple predefined objects without neglecting any of them. Then, we describe how to infer the 3D poses and arrangement of objects from a 2D generated image by finding a consistent projection of objects onto the 2D scene. We evaluate the quality of Lay-A-Scene using 3D objects from Objaverse and human raters and find that it often generates coherent and feasible 3D object arrangements.
EchoScene: Indoor Scene Generation via Information Echo over Scene Graph Diffusion
We present EchoScene, an interactive and controllable generative model that generates 3D indoor scenes on scene graphs. EchoScene leverages a dual-branch diffusion model that dynamically adapts to scene graphs. Existing methods struggle to handle scene graphs due to varying numbers of nodes, multiple edge combinations, and manipulator-induced node-edge operations. EchoScene overcomes this by associating each node with a denoising process and enables collaborative information exchange, enhancing controllable and consistent generation aware of global constraints. This is achieved through an information echo scheme in both shape and layout branches. At every denoising step, all processes share their denoising data with an information exchange unit that combines these updates using graph convolution. The scheme ensures that the denoising processes are influenced by a holistic understanding of the scene graph, facilitating the generation of globally coherent scenes. The resulting scenes can be manipulated during inference by editing the input scene graph and sampling the noise in the diffusion model. Extensive experiments validate our approach, which maintains scene controllability and surpasses previous methods in generation fidelity. Moreover, the generated scenes are of high quality and thus directly compatible with off-the-shelf texture generation. Code and trained models are open-sourced.
FSRT: Facial Scene Representation Transformer for Face Reenactment from Factorized Appearance, Head-pose, and Facial Expression Features
The task of face reenactment is to transfer the head motion and facial expressions from a driving video to the appearance of a source image, which may be of a different person (cross-reenactment). Most existing methods are CNN-based and estimate optical flow from the source image to the current driving frame, which is then inpainted and refined to produce the output animation. We propose a transformer-based encoder for computing a set-latent representation of the source image(s). We then predict the output color of a query pixel using a transformer-based decoder, which is conditioned with keypoints and a facial expression vector extracted from the driving frame. Latent representations of the source person are learned in a self-supervised manner that factorize their appearance, head pose, and facial expressions. Thus, they are perfectly suited for cross-reenactment. In contrast to most related work, our method naturally extends to multiple source images and can thus adapt to person-specific facial dynamics. We also propose data augmentation and regularization schemes that are necessary to prevent overfitting and support generalizability of the learned representations. We evaluated our approach in a randomized user study. The results indicate superior performance compared to the state-of-the-art in terms of motion transfer quality and temporal consistency.
DrivingDiffusion: Layout-Guided multi-view driving scene video generation with latent diffusion model
With the increasing popularity of autonomous driving based on the powerful and unified bird's-eye-view (BEV) representation, a demand for high-quality and large-scale multi-view video data with accurate annotation is urgently required. However, such large-scale multi-view data is hard to obtain due to expensive collection and annotation costs. To alleviate the problem, we propose a spatial-temporal consistent diffusion framework DrivingDiffusion, to generate realistic multi-view videos controlled by 3D layout. There are three challenges when synthesizing multi-view videos given a 3D layout: How to keep 1) cross-view consistency and 2) cross-frame consistency? 3) How to guarantee the quality of the generated instances? Our DrivingDiffusion solves the problem by cascading the multi-view single-frame image generation step, the single-view video generation step shared by multiple cameras, and post-processing that can handle long video generation. In the multi-view model, the consistency of multi-view images is ensured by information exchange between adjacent cameras. In the temporal model, we mainly query the information that needs attention in subsequent frame generation from the multi-view images of the first frame. We also introduce the local prompt to effectively improve the quality of generated instances. In post-processing, we further enhance the cross-view consistency of subsequent frames and extend the video length by employing temporal sliding window algorithm. Without any extra cost, our model can generate large-scale realistic multi-camera driving videos in complex urban scenes, fueling the downstream driving tasks. The code will be made publicly available.
FrozenRecon: Pose-free 3D Scene Reconstruction with Frozen Depth Models
3D scene reconstruction is a long-standing vision task. Existing approaches can be categorized into geometry-based and learning-based methods. The former leverages multi-view geometry but can face catastrophic failures due to the reliance on accurate pixel correspondence across views. The latter was proffered to mitigate these issues by learning 2D or 3D representation directly. However, without a large-scale video or 3D training data, it can hardly generalize to diverse real-world scenarios due to the presence of tens of millions or even billions of optimization parameters in the deep network. Recently, robust monocular depth estimation models trained with large-scale datasets have been proven to possess weak 3D geometry prior, but they are insufficient for reconstruction due to the unknown camera parameters, the affine-invariant property, and inter-frame inconsistency. Here, we propose a novel test-time optimization approach that can transfer the robustness of affine-invariant depth models such as LeReS to challenging diverse scenes while ensuring inter-frame consistency, with only dozens of parameters to optimize per video frame. Specifically, our approach involves freezing the pre-trained affine-invariant depth model's depth predictions, rectifying them by optimizing the unknown scale-shift values with a geometric consistency alignment module, and employing the resulting scale-consistent depth maps to robustly obtain camera poses and achieve dense scene reconstruction, even in low-texture regions. Experiments show that our method achieves state-of-the-art cross-dataset reconstruction on five zero-shot testing datasets.
Dual-Space NeRF: Learning Animatable Avatars and Scene Lighting in Separate Spaces
Modeling the human body in a canonical space is a common practice for capturing and animation. But when involving the neural radiance field (NeRF), learning a static NeRF in the canonical space is not enough because the lighting of the body changes when the person moves even though the scene lighting is constant. Previous methods alleviate the inconsistency of lighting by learning a per-frame embedding, but this operation does not generalize to unseen poses. Given that the lighting condition is static in the world space while the human body is consistent in the canonical space, we propose a dual-space NeRF that models the scene lighting and the human body with two MLPs in two separate spaces. To bridge these two spaces, previous methods mostly rely on the linear blend skinning (LBS) algorithm. However, the blending weights for LBS of a dynamic neural field are intractable and thus are usually memorized with another MLP, which does not generalize to novel poses. Although it is possible to borrow the blending weights of a parametric mesh such as SMPL, the interpolation operation introduces more artifacts. In this paper, we propose to use the barycentric mapping, which can directly generalize to unseen poses and surprisingly achieves superior results than LBS with neural blending weights. Quantitative and qualitative results on the Human3.6M and the ZJU-MoCap datasets show the effectiveness of our method.
PixelSynth: Generating a 3D-Consistent Experience from a Single Image
Recent advancements in differentiable rendering and 3D reasoning have driven exciting results in novel view synthesis from a single image. Despite realistic results, methods are limited to relatively small view change. In order to synthesize immersive scenes, models must also be able to extrapolate. We present an approach that fuses 3D reasoning with autoregressive modeling to outpaint large view changes in a 3D-consistent manner, enabling scene synthesis. We demonstrate considerable improvement in single image large-angle view synthesis results compared to a variety of methods and possible variants across simulated and real datasets. In addition, we show increased 3D consistency compared to alternative accumulation methods. Project website: https://crockwell.github.io/pixelsynth/
Generative Compositional Augmentations for Scene Graph Prediction
Inferring objects and their relationships from an image in the form of a scene graph is useful in many applications at the intersection of vision and language. We consider a challenging problem of compositional generalization that emerges in this task due to a long tail data distribution. Current scene graph generation models are trained on a tiny fraction of the distribution corresponding to the most frequent compositions, e.g. <cup, on, table>. However, test images might contain zero- and few-shot compositions of objects and relationships, e.g. <cup, on, surfboard>. Despite each of the object categories and the predicate (e.g. 'on') being frequent in the training data, the models often fail to properly understand such unseen or rare compositions. To improve generalization, it is natural to attempt increasing the diversity of the training distribution. However, in the graph domain this is non-trivial. To that end, we propose a method to synthesize rare yet plausible scene graphs by perturbing real ones. We then propose and empirically study a model based on conditional generative adversarial networks (GANs) that allows us to generate visual features of perturbed scene graphs and learn from them in a joint fashion. When evaluated on the Visual Genome dataset, our approach yields marginal, but consistent improvements in zero- and few-shot metrics. We analyze the limitations of our approach indicating promising directions for future research.
Deep Reinforcement Learning of Volume-guided Progressive View Inpainting for 3D Point Scene Completion from a Single Depth Image
We present a deep reinforcement learning method of progressive view inpainting for 3D point scene completion under volume guidance, achieving high-quality scene reconstruction from only a single depth image with severe occlusion. Our approach is end-to-end, consisting of three modules: 3D scene volume reconstruction, 2D depth map inpainting, and multi-view selection for completion. Given a single depth image, our method first goes through the 3D volume branch to obtain a volumetric scene reconstruction as a guide to the next view inpainting step, which attempts to make up the missing information; the third step involves projecting the volume under the same view of the input, concatenating them to complete the current view depth, and integrating all depth into the point cloud. Since the occluded areas are unavailable, we resort to a deep Q-Network to glance around and pick the next best view for large hole completion progressively until a scene is adequately reconstructed while guaranteeing validity. All steps are learned jointly to achieve robust and consistent results. We perform qualitative and quantitative evaluations with extensive experiments on the SUNCG data, obtaining better results than the state of the art.
The Coralscapes Dataset: Semantic Scene Understanding in Coral Reefs
Coral reefs are declining worldwide due to climate change and local stressors. To inform effective conservation or restoration, monitoring at the highest possible spatial and temporal resolution is necessary. Conventional coral reef surveying methods are limited in scalability due to their reliance on expert labor time, motivating the use of computer vision tools to automate the identification and abundance estimation of live corals from images. However, the design and evaluation of such tools has been impeded by the lack of large high quality datasets. We release the Coralscapes dataset, the first general-purpose dense semantic segmentation dataset for coral reefs, covering 2075 images, 39 benthic classes, and 174k segmentation masks annotated by experts. Coralscapes has a similar scope and the same structure as the widely used Cityscapes dataset for urban scene segmentation, allowing benchmarking of semantic segmentation models in a new challenging domain which requires expert knowledge to annotate. We benchmark a wide range of semantic segmentation models, and find that transfer learning from Coralscapes to existing smaller datasets consistently leads to state-of-the-art performance. Coralscapes will catalyze research on efficient, scalable, and standardized coral reef surveying methods based on computer vision, and holds the potential to streamline the development of underwater ecological robotics.
S-INF: Towards Realistic Indoor Scene Synthesis via Scene Implicit Neural Field
Learning-based methods have become increasingly popular in 3D indoor scene synthesis (ISS), showing superior performance over traditional optimization-based approaches. These learning-based methods typically model distributions on simple yet explicit scene representations using generative models. However, due to the oversimplified explicit representations that overlook detailed information and the lack of guidance from multimodal relationships within the scene, most learning-based methods struggle to generate indoor scenes with realistic object arrangements and styles. In this paper, we introduce a new method, Scene Implicit Neural Field (S-INF), for indoor scene synthesis, aiming to learn meaningful representations of multimodal relationships, to enhance the realism of indoor scene synthesis. S-INF assumes that the scene layout is often related to the object-detailed information. It disentangles the multimodal relationships into scene layout relationships and detailed object relationships, fusing them later through implicit neural fields (INFs). By learning specialized scene layout relationships and projecting them into S-INF, we achieve a realistic generation of scene layout. Additionally, S-INF captures dense and detailed object relationships through differentiable rendering, ensuring stylistic consistency across objects. Through extensive experiments on the benchmark 3D-FRONT dataset, we demonstrate that our method consistently achieves state-of-the-art performance under different types of ISS.
Real-time Scene Text Detection with Differentiable Binarization
Recently, segmentation-based methods are quite popular in scene text detection, as the segmentation results can more accurately describe scene text of various shapes such as curve text. However, the post-processing of binarization is essential for segmentation-based detection, which converts probability maps produced by a segmentation method into bounding boxes/regions of text. In this paper, we propose a module named Differentiable Binarization (DB), which can perform the binarization process in a segmentation network. Optimized along with a DB module, a segmentation network can adaptively set the thresholds for binarization, which not only simplifies the post-processing but also enhances the performance of text detection. Based on a simple segmentation network, we validate the performance improvements of DB on five benchmark datasets, which consistently achieves state-of-the-art results, in terms of both detection accuracy and speed. In particular, with a light-weight backbone, the performance improvements by DB are significant so that we can look for an ideal tradeoff between detection accuracy and efficiency. Specifically, with a backbone of ResNet-18, our detector achieves an F-measure of 82.8, running at 62 FPS, on the MSRA-TD500 dataset. Code is available at: https://github.com/MhLiao/DB
DropletVideo: A Dataset and Approach to Explore Integral Spatio-Temporal Consistent Video Generation
Spatio-temporal consistency is a critical research topic in video generation. A qualified generated video segment must ensure plot plausibility and coherence while maintaining visual consistency of objects and scenes across varying viewpoints. Prior research, especially in open-source projects, primarily focuses on either temporal or spatial consistency, or their basic combination, such as appending a description of a camera movement after a prompt without constraining the outcomes of this movement. However, camera movement may introduce new objects to the scene or eliminate existing ones, thereby overlaying and affecting the preceding narrative. Especially in videos with numerous camera movements, the interplay between multiple plots becomes increasingly complex. This paper introduces and examines integral spatio-temporal consistency, considering the synergy between plot progression and camera techniques, and the long-term impact of prior content on subsequent generation. Our research encompasses dataset construction through to the development of the model. Initially, we constructed a DropletVideo-10M dataset, which comprises 10 million videos featuring dynamic camera motion and object actions. Each video is annotated with an average caption of 206 words, detailing various camera movements and plot developments. Following this, we developed and trained the DropletVideo model, which excels in preserving spatio-temporal coherence during video generation. The DropletVideo dataset and model are accessible at https://dropletx.github.io.
StoryReasoning Dataset: Using Chain-of-Thought for Scene Understanding and Grounded Story Generation
Visual storytelling systems struggle to maintain character identity across frames and link actions to appropriate subjects, frequently leading to referential hallucinations. These issues can be addressed through grounding of characters, objects, and other entities on the visual elements. We propose StoryReasoning, a dataset containing 4,178 stories derived from 52,016 movie images, with both structured scene analyses and grounded stories. Each story maintains character and object consistency across frames while explicitly modeling multi-frame relationships through structured tabular representations. Our approach features cross-frame object re-identification using visual similarity and face recognition, chain-of-thought reasoning for explicit narrative modeling, and a grounding scheme that links textual elements to visual entities across multiple frames. We establish baseline performance by fine-tuning Qwen2.5-VL 7B, creating Qwen Storyteller, which performs end-to-end object detection, re-identification, and landmark detection while maintaining consistent object references throughout the story. Evaluation demonstrates a reduction from 4.06 to 3.56 (-12.3%) hallucinations on average per story when compared to a non-fine-tuned model.
LSD-3D: Large-Scale 3D Driving Scene Generation with Geometry Grounding
Large-scale scene data is essential for training and testing in robot learning. Neural reconstruction methods have promised the capability of reconstructing large physically-grounded outdoor scenes from captured sensor data. However, these methods have baked-in static environments and only allow for limited scene control -- they are functionally constrained in scene and trajectory diversity by the captures from which they are reconstructed. In contrast, generating driving data with recent image or video diffusion models offers control, however, at the cost of geometry grounding and causality. In this work, we aim to bridge this gap and present a method that directly generates large-scale 3D driving scenes with accurate geometry, allowing for causal novel view synthesis with object permanence and explicit 3D geometry estimation. The proposed method combines the generation of a proxy geometry and environment representation with score distillation from learned 2D image priors. We find that this approach allows for high controllability, enabling the prompt-guided geometry and high-fidelity texture and structure that can be conditioned on map layouts -- producing realistic and geometrically consistent 3D generations of complex driving scenes.
CoCo4D: Comprehensive and Complex 4D Scene Generation
Existing 4D synthesis methods primarily focus on object-level generation or dynamic scene synthesis with limited novel views, restricting their ability to generate multi-view consistent and immersive dynamic 4D scenes. To address these constraints, we propose a framework (dubbed as CoCo4D) for generating detailed dynamic 4D scenes from text prompts, with the option to include images. Our method leverages the crucial observation that articulated motion typically characterizes foreground objects, whereas background alterations are less pronounced. Consequently, CoCo4D divides 4D scene synthesis into two responsibilities: modeling the dynamic foreground and creating the evolving background, both directed by a reference motion sequence. Given a text prompt and an optional reference image, CoCo4D first generates an initial motion sequence utilizing video diffusion models. This motion sequence then guides the synthesis of both the dynamic foreground object and the background using a novel progressive outpainting scheme. To ensure seamless integration of the moving foreground object within the dynamic background, CoCo4D optimizes a parametric trajectory for the foreground, resulting in realistic and coherent blending. Extensive experiments show that CoCo4D achieves comparable or superior performance in 4D scene generation compared to existing methods, demonstrating its effectiveness and efficiency. More results are presented on our website https://colezwhy.github.io/coco4d/.
MLLMs Need 3D-Aware Representation Supervision for Scene Understanding
Recent advances in scene understanding have leveraged multimodal large language models (MLLMs) for 3D reasoning by capitalizing on their strong 2D pretraining. However, the lack of explicit 3D data during MLLM pretraining limits 3D representation capability. In this paper, we investigate the 3D-awareness of MLLMs by evaluating multi-view correspondence and reveal a strong positive correlation between the quality of 3D-aware representation and downstream task performance. Motivated by this, we propose 3DRS, a framework that enhances MLLM 3D representation learning by introducing supervision from pretrained 3D foundation models. Our approach aligns MLLM visual features with rich 3D knowledge distilled from 3D models, effectively improving scene understanding. Extensive experiments across multiple benchmarks and MLLMs -- including visual grounding, captioning, and question answering -- demonstrate consistent performance gains. Project page: https://visual-ai.github.io/3drs
Geometry-Aware Score Distillation via 3D Consistent Noising and Gradient Consistency Modeling
Score distillation sampling (SDS), the methodology in which the score from pretrained 2D diffusion models is distilled into 3D representation, has recently brought significant advancements in text-to-3D generation task. However, this approach is still confronted with critical geometric inconsistency problems such as the Janus problem. Starting from a hypothesis that such inconsistency problems may be induced by multiview inconsistencies between 2D scores predicted from various viewpoints, we introduce GSD, a simple and general plug-and-play framework for incorporating 3D consistency and therefore geometry awareness into the SDS process. Our methodology is composed of three components: 3D consistent noising, designed to produce 3D consistent noise maps that perfectly follow the standard Gaussian distribution, geometry-based gradient warping for identifying correspondences between predicted gradients of different viewpoints, and novel gradient consistency loss to optimize the scene geometry toward producing more consistent gradients. We demonstrate that our method significantly improves performance, successfully addressing the geometric inconsistency problems in text-to-3D generation task with minimal computation cost and being compatible with existing score distillation-based models. Our project page is available at https://ku-cvlab.github.io/GSD/.
CityGaussian: Real-time High-quality Large-Scale Scene Rendering with Gaussians
The advancement of real-time 3D scene reconstruction and novel view synthesis has been significantly propelled by 3D Gaussian Splatting (3DGS). However, effectively training large-scale 3DGS and rendering it in real-time across various scales remains challenging. This paper introduces CityGaussian (CityGS), which employs a novel divide-and-conquer training approach and Level-of-Detail (LoD) strategy for efficient large-scale 3DGS training and rendering. Specifically, the global scene prior and adaptive training data selection enables efficient training and seamless fusion. Based on fused Gaussian primitives, we generate different detail levels through compression, and realize fast rendering across various scales through the proposed block-wise detail levels selection and aggregation strategy. Extensive experimental results on large-scale scenes demonstrate that our approach attains state-of-theart rendering quality, enabling consistent real-time rendering of largescale scenes across vastly different scales. Our project page is available at https://dekuliutesla.github.io/citygs/.
SCTN: Sparse Convolution-Transformer Network for Scene Flow Estimation
We propose a novel scene flow estimation approach to capture and infer 3D motions from point clouds. Estimating 3D motions for point clouds is challenging, since a point cloud is unordered and its density is significantly non-uniform. Such unstructured data poses difficulties in matching corresponding points between point clouds, leading to inaccurate flow estimation. We propose a novel architecture named Sparse Convolution-Transformer Network (SCTN) that equips the sparse convolution with the transformer. Specifically, by leveraging the sparse convolution, SCTN transfers irregular point cloud into locally consistent flow features for estimating continuous and consistent motions within an object/local object part. We further propose to explicitly learn point relations using a point transformer module, different from exiting methods. We show that the learned relation-based contextual information is rich and helpful for matching corresponding points, benefiting scene flow estimation. In addition, a novel loss function is proposed to adaptively encourage flow consistency according to feature similarity. Extensive experiments demonstrate that our proposed approach achieves a new state of the art in scene flow estimation. Our approach achieves an error of 0.038 and 0.037 (EPE3D) on FlyingThings3D and KITTI Scene Flow respectively, which significantly outperforms previous methods by large margins.
4DRadar-GS: Self-Supervised Dynamic Driving Scene Reconstruction with 4D Radar
3D reconstruction and novel view synthesis are critical for validating autonomous driving systems and training advanced perception models. Recent self-supervised methods have gained significant attention due to their cost-effectiveness and enhanced generalization in scenarios where annotated bounding boxes are unavailable. However, existing approaches, which often rely on frequency-domain decoupling or optical flow, struggle to accurately reconstruct dynamic objects due to imprecise motion estimation and weak temporal consistency, resulting in incomplete or distorted representations of dynamic scene elements. To address these challenges, we propose 4DRadar-GS, a 4D Radar-augmented self-supervised 3D reconstruction framework tailored for dynamic driving scenes. Specifically, we first present a 4D Radar-assisted Gaussian initialization scheme that leverages 4D Radar's velocity and spatial information to segment dynamic objects and recover monocular depth scale, generating accurate Gaussian point representations. In addition, we propose a Velocity-guided PointTrack (VGPT) model, which is jointly trained with the reconstruction pipeline under scene flow supervision, to track fine-grained dynamic trajectories and construct temporally consistent representations. Evaluated on the OmniHD-Scenes dataset, 4DRadar-GS achieves state-of-the-art performance in dynamic driving scene 3D reconstruction.
TiP4GEN: Text to Immersive Panorama 4D Scene Generation
With the rapid advancement and widespread adoption of VR/AR technologies, there is a growing demand for the creation of high-quality, immersive dynamic scenes. However, existing generation works predominantly concentrate on the creation of static scenes or narrow perspective-view dynamic scenes, falling short of delivering a truly 360-degree immersive experience from any viewpoint. In this paper, we introduce TiP4GEN, an advanced text-to-dynamic panorama scene generation framework that enables fine-grained content control and synthesizes motion-rich, geometry-consistent panoramic 4D scenes. TiP4GEN integrates panorama video generation and dynamic scene reconstruction to create 360-degree immersive virtual environments. For video generation, we introduce a Dual-branch Generation Model consisting of a panorama branch and a perspective branch, responsible for global and local view generation, respectively. A bidirectional cross-attention mechanism facilitates comprehensive information exchange between the branches. For scene reconstruction, we propose a Geometry-aligned Reconstruction Model based on 3D Gaussian Splatting. By aligning spatial-temporal point clouds using metric depth maps and initializing scene cameras with estimated poses, our method ensures geometric consistency and temporal coherence for the reconstructed scenes. Extensive experiments demonstrate the effectiveness of our proposed designs and the superiority of TiP4GEN in generating visually compelling and motion-coherent dynamic panoramic scenes. Our project page is at https://ke-xing.github.io/TiP4GEN/.
ArtiScene: Language-Driven Artistic 3D Scene Generation Through Image Intermediary
Designing 3D scenes is traditionally a challenging task that demands both artistic expertise and proficiency with complex software. Recent advances in text-to-3D generation have greatly simplified this process by letting users create scenes based on simple text descriptions. However, as these methods generally require extra training or in-context learning, their performance is often hindered by the limited availability of high-quality 3D data. In contrast, modern text-to-image models learned from web-scale images can generate scenes with diverse, reliable spatial layouts and consistent, visually appealing styles. Our key insight is that instead of learning directly from 3D scenes, we can leverage generated 2D images as an intermediary to guide 3D synthesis. In light of this, we introduce ArtiScene, a training-free automated pipeline for scene design that integrates the flexibility of free-form text-to-image generation with the diversity and reliability of 2D intermediary layouts. First, we generate 2D images from a scene description, then extract the shape and appearance of objects to create 3D models. These models are assembled into the final scene using geometry, position, and pose information derived from the same intermediary image. Being generalizable to a wide range of scenes and styles, ArtiScene outperforms state-of-the-art benchmarks by a large margin in layout and aesthetic quality by quantitative metrics. It also averages a 74.89% winning rate in extensive user studies and 95.07% in GPT-4o evaluation. Project page: https://artiscene-cvpr.github.io/
EmbodiedOcc: Embodied 3D Occupancy Prediction for Vision-based Online Scene Understanding
3D occupancy prediction provides a comprehensive description of the surrounding scenes and has become an essential task for 3D perception. Most existing methods focus on offline perception from one or a few views and cannot be applied to embodied agents that demand to gradually perceive the scene through progressive embodied exploration. In this paper, we formulate an embodied 3D occupancy prediction task to target this practical scenario and propose a Gaussian-based EmbodiedOcc framework to accomplish it. We initialize the global scene with uniform 3D semantic Gaussians and progressively update local regions observed by the embodied agent. For each update, we extract semantic and structural features from the observed image and efficiently incorporate them via deformable cross-attention to refine the regional Gaussians. Finally, we employ Gaussian-to-voxel splatting to obtain the global 3D occupancy from the updated 3D Gaussians. Our EmbodiedOcc assumes an unknown (i.e., uniformly distributed) environment and maintains an explicit global memory of it with 3D Gaussians. It gradually gains knowledge through the local refinement of regional Gaussians, which is consistent with how humans understand new scenes through embodied exploration. We reorganize an EmbodiedOcc-ScanNet benchmark based on local annotations to facilitate the evaluation of the embodied 3D occupancy prediction task. Our EmbodiedOcc outperforms existing methods by a large margin and accomplishes the embodied occupancy prediction with high accuracy and efficiency. Code: https://github.com/YkiWu/EmbodiedOcc.
Gaussian Scenes: Pose-Free Sparse-View Scene Reconstruction using Depth-Enhanced Diffusion Priors
In this work, we introduce a generative approach for pose-free reconstruction of 360^{circ} scenes from a limited number of uncalibrated 2D images. Pose-free scene reconstruction from incomplete, unposed observations is usually regularized with depth estimation or 3D foundational priors. While recent advances have enabled sparse-view reconstruction of unbounded scenes with known camera poses using diffusion priors, these methods rely on explicit camera embeddings for extrapolating unobserved regions. This reliance limits their application in pose-free settings, where view-specific data is only implicitly available. To address this, we propose an instruction-following RGBD diffusion model designed to inpaint missing details and remove artifacts in novel view renders and depth maps of a 3D scene. We also propose a novel confidence measure for Gaussian representations to allow for better detection of these artifacts. By progressively integrating these novel views in a Gaussian-SLAM-inspired process, we achieve a multi-view-consistent Gaussian representation. Evaluations on the MipNeRF360 dataset demonstrate that our method surpasses existing pose-free techniques and performs competitively with state-of-the-art posed reconstruction methods in complex 360^{circ} scenes.
Draw Like an Artist: Complex Scene Generation with Diffusion Model via Composition, Painting, and Retouching
Recent advances in text-to-image diffusion models have demonstrated impressive capabilities in image quality. However, complex scene generation remains relatively unexplored, and even the definition of `complex scene' itself remains unclear. In this paper, we address this gap by providing a precise definition of complex scenes and introducing a set of Complex Decomposition Criteria (CDC) based on this definition. Inspired by the artists painting process, we propose a training-free diffusion framework called Complex Diffusion (CxD), which divides the process into three stages: composition, painting, and retouching. Our method leverages the powerful chain-of-thought capabilities of large language models (LLMs) to decompose complex prompts based on CDC and to manage composition and layout. We then develop an attention modulation method that guides simple prompts to specific regions to complete the complex scene painting. Finally, we inject the detailed output of the LLM into a retouching model to enhance the image details, thus implementing the retouching stage. Extensive experiments demonstrate that our method outperforms previous SOTA approaches, significantly improving the generation of high-quality, semantically consistent, and visually diverse images for complex scenes, even with intricate prompts.
TALC: Time-Aligned Captions for Multi-Scene Text-to-Video Generation
Recent advances in diffusion-based generative modeling have led to the development of text-to-video (T2V) models that can generate high-quality videos conditioned on a text prompt. Most of these T2V models often produce single-scene video clips that depict an entity performing a particular action (e.g., `a red panda climbing a tree'). However, it is pertinent to generate multi-scene videos since they are ubiquitous in the real-world (e.g., `a red panda climbing a tree' followed by `the red panda sleeps on the top of the tree'). To generate multi-scene videos from the pretrained T2V model, we introduce Time-Aligned Captions (TALC) framework. Specifically, we enhance the text-conditioning mechanism in the T2V architecture to recognize the temporal alignment between the video scenes and scene descriptions. For instance, we condition the visual features of the earlier and later scenes of the generated video with the representations of the first scene description (e.g., `a red panda climbing a tree') and second scene description (e.g., `the red panda sleeps on the top of the tree'), respectively. As a result, we show that the T2V model can generate multi-scene videos that adhere to the multi-scene text descriptions and be visually consistent (e.g., entity and background). Further, we finetune the pretrained T2V model with multi-scene video-text data using the TALC framework. We show that the TALC-finetuned model outperforms the baseline methods by 15.5 points in the overall score, which averages visual consistency and text adherence using human evaluation. The project website is https://talc-mst2v.github.io/.
SceneWiz3D: Towards Text-guided 3D Scene Composition
We are witnessing significant breakthroughs in the technology for generating 3D objects from text. Existing approaches either leverage large text-to-image models to optimize a 3D representation or train 3D generators on object-centric datasets. Generating entire scenes, however, remains very challenging as a scene contains multiple 3D objects, diverse and scattered. In this work, we introduce SceneWiz3D, a novel approach to synthesize high-fidelity 3D scenes from text. We marry the locality of objects with globality of scenes by introducing a hybrid 3D representation: explicit for objects and implicit for scenes. Remarkably, an object, being represented explicitly, can be either generated from text using conventional text-to-3D approaches, or provided by users. To configure the layout of the scene and automatically place objects, we apply the Particle Swarm Optimization technique during the optimization process. Furthermore, it is difficult for certain parts of the scene (e.g., corners, occlusion) to receive multi-view supervision, leading to inferior geometry. We incorporate an RGBD panorama diffusion model to mitigate it, resulting in high-quality geometry. Extensive evaluation supports that our approach achieves superior quality over previous approaches, enabling the generation of detailed and view-consistent 3D scenes.
NeRF-VAE: A Geometry Aware 3D Scene Generative Model
We propose NeRF-VAE, a 3D scene generative model that incorporates geometric structure via NeRF and differentiable volume rendering. In contrast to NeRF, our model takes into account shared structure across scenes, and is able to infer the structure of a novel scene -- without the need to re-train -- using amortized inference. NeRF-VAE's explicit 3D rendering process further contrasts previous generative models with convolution-based rendering which lacks geometric structure. Our model is a VAE that learns a distribution over radiance fields by conditioning them on a latent scene representation. We show that, once trained, NeRF-VAE is able to infer and render geometrically-consistent scenes from previously unseen 3D environments using very few input images. We further demonstrate that NeRF-VAE generalizes well to out-of-distribution cameras, while convolutional models do not. Finally, we introduce and study an attention-based conditioning mechanism of NeRF-VAE's decoder, which improves model performance.
Descrip3D: Enhancing Large Language Model-based 3D Scene Understanding with Object-Level Text Descriptions
Understanding 3D scenes goes beyond simply recognizing objects; it requires reasoning about the spatial and semantic relationships between them. Current 3D scene-language models often struggle with this relational understanding, particularly when visual embeddings alone do not adequately convey the roles and interactions of objects. In this paper, we introduce Descrip3D, a novel and powerful framework that explicitly encodes the relationships between objects using natural language. Unlike previous methods that rely only on 2D and 3D embeddings, Descrip3D enhances each object with a textual description that captures both its intrinsic attributes and contextual relationships. These relational cues are incorporated into the model through a dual-level integration: embedding fusion and prompt-level injection. This allows for unified reasoning across various tasks such as grounding, captioning, and question answering, all without the need for task-specific heads or additional supervision. When evaluated on five benchmark datasets, including ScanRefer, Multi3DRefer, ScanQA, SQA3D, and Scan2Cap, Descrip3D consistently outperforms strong baseline models, demonstrating the effectiveness of language-guided relational representation for understanding complex indoor scenes.
Impact of Acoustic Event Tagging on Scene Classification in a Multi-Task Learning Framework
Acoustic events are sounds with well-defined spectro-temporal characteristics which can be associated with the physical objects generating them. Acoustic scenes are collections of such acoustic events in no specific temporal order. Given this natural linkage between events and scenes, a common belief is that the ability to classify events must help in the classification of scenes. This has led to several efforts attempting to do well on Acoustic Event Tagging (AET) and Acoustic Scene Classification (ASC) using a multi-task network. However, in these efforts, improvement in one task does not guarantee an improvement in the other, suggesting a tension between ASC and AET. It is unclear if improvements in AET translates to improvements in ASC. We explore this conundrum through an extensive empirical study and show that under certain conditions, using AET as an auxiliary task in the multi-task network consistently improves ASC performance. Additionally, ASC performance further improves with the AET data-set size and is not sensitive to the choice of events or the number of events in the AET data-set. We conclude that this improvement in ASC performance comes from the regularization effect of using AET and not from the network's improved ability to discern between acoustic events.
HoloTime: Taming Video Diffusion Models for Panoramic 4D Scene Generation
The rapid advancement of diffusion models holds the promise of revolutionizing the application of VR and AR technologies, which typically require scene-level 4D assets for user experience. Nonetheless, existing diffusion models predominantly concentrate on modeling static 3D scenes or object-level dynamics, constraining their capacity to provide truly immersive experiences. To address this issue, we propose HoloTime, a framework that integrates video diffusion models to generate panoramic videos from a single prompt or reference image, along with a 360-degree 4D scene reconstruction method that seamlessly transforms the generated panoramic video into 4D assets, enabling a fully immersive 4D experience for users. Specifically, to tame video diffusion models for generating high-fidelity panoramic videos, we introduce the 360World dataset, the first comprehensive collection of panoramic videos suitable for downstream 4D scene reconstruction tasks. With this curated dataset, we propose Panoramic Animator, a two-stage image-to-video diffusion model that can convert panoramic images into high-quality panoramic videos. Following this, we present Panoramic Space-Time Reconstruction, which leverages a space-time depth estimation method to transform the generated panoramic videos into 4D point clouds, enabling the optimization of a holistic 4D Gaussian Splatting representation to reconstruct spatially and temporally consistent 4D scenes. To validate the efficacy of our method, we conducted a comparative analysis with existing approaches, revealing its superiority in both panoramic video generation and 4D scene reconstruction. This demonstrates our method's capability to create more engaging and realistic immersive environments, thereby enhancing user experiences in VR and AR applications.
Pts3D-LLM: Studying the Impact of Token Structure for 3D Scene Understanding With Large Language Models
Effectively representing 3D scenes for Multimodal Large Language Models (MLLMs) is crucial yet challenging. Existing approaches commonly only rely on 2D image features and use varied tokenization approaches. This work presents a rigorous study of 3D token structures, systematically comparing video-based and point-based representations while maintaining consistent model backbones and parameters. We propose a novel approach that enriches visual tokens by incorporating 3D point cloud features from a Sonata pretrained Point Transformer V3 encoder. Our experiments demonstrate that merging explicit 3D features significantly boosts performance. Furthermore, we show that point-based token structures can rival video-based ones when the points are cleverly sampled and ordered. Our best models from both structures achieve state-of-the-art results on multiple 3D understanding benchmarks. We emphasize our analysis of token structures as a key contribution, alongside transparent reporting of results averaged over multiple seeds, a practice we believe is vital for robust progress in the field.
LabelGS: Label-Aware 3D Gaussian Splatting for 3D Scene Segmentation
3D Gaussian Splatting (3DGS) has emerged as a novel explicit representation for 3D scenes, offering both high-fidelity reconstruction and efficient rendering. However, 3DGS lacks 3D segmentation ability, which limits its applicability in tasks that require scene understanding. The identification and isolating of specific object components is crucial. To address this limitation, we propose Label-aware 3D Gaussian Splatting (LabelGS), a method that augments the Gaussian representation with object label.LabelGS introduces cross-view consistent semantic masks for 3D Gaussians and employs a novel Occlusion Analysis Model to avoid overfitting occlusion during optimization, Main Gaussian Labeling model to lift 2D semantic prior to 3D Gaussian and Gaussian Projection Filter to avoid Gaussian label conflict. Our approach achieves effective decoupling of Gaussian representations and refines the 3DGS optimization process through a random region sampling strategy, significantly improving efficiency. Extensive experiments demonstrate that LabelGS outperforms previous state-of-the-art methods, including Feature-3DGS, in the 3D scene segmentation task. Notably, LabelGS achieves a remarkable 22X speedup in training compared to Feature-3DGS, at a resolution of 1440X1080. Our code will be at https://github.com/garrisonz/LabelGS.
Masked Point-Entity Contrast for Open-Vocabulary 3D Scene Understanding
Open-vocabulary 3D scene understanding is pivotal for enhancing physical intelligence, as it enables embodied agents to interpret and interact dynamically within real-world environments. This paper introduces MPEC, a novel Masked Point-Entity Contrastive learning method for open-vocabulary 3D semantic segmentation that leverages both 3D entity-language alignment and point-entity consistency across different point cloud views to foster entity-specific feature representations. Our method improves semantic discrimination and enhances the differentiation of unique instances, achieving state-of-the-art results on ScanNet for open-vocabulary 3D semantic segmentation and demonstrating superior zero-shot scene understanding capabilities. Extensive fine-tuning experiments on 8 datasets, spanning from low-level perception to high-level reasoning tasks, showcase the potential of learned 3D features, driving consistent performance gains across varied 3D scene understanding tasks. Project website: https://mpec-3d.github.io/
SceneFactor: Factored Latent 3D Diffusion for Controllable 3D Scene Generation
We present SceneFactor, a diffusion-based approach for large-scale 3D scene generation that enables controllable generation and effortless editing. SceneFactor enables text-guided 3D scene synthesis through our factored diffusion formulation, leveraging latent semantic and geometric manifolds for generation of arbitrary-sized 3D scenes. While text input enables easy, controllable generation, text guidance remains imprecise for intuitive, localized editing and manipulation of the generated 3D scenes. Our factored semantic diffusion generates a proxy semantic space composed of semantic 3D boxes that enables controllable editing of generated scenes by adding, removing, changing the size of the semantic 3D proxy boxes that guides high-fidelity, consistent 3D geometric editing. Extensive experiments demonstrate that our approach enables high-fidelity 3D scene synthesis with effective controllable editing through our factored diffusion approach.
SurgicalGaussian: Deformable 3D Gaussians for High-Fidelity Surgical Scene Reconstruction
Dynamic reconstruction of deformable tissues in endoscopic video is a key technology for robot-assisted surgery. Recent reconstruction methods based on neural radiance fields (NeRFs) have achieved remarkable results in the reconstruction of surgical scenes. However, based on implicit representation, NeRFs struggle to capture the intricate details of objects in the scene and cannot achieve real-time rendering. In addition, restricted single view perception and occluded instruments also propose special challenges in surgical scene reconstruction. To address these issues, we develop SurgicalGaussian, a deformable 3D Gaussian Splatting method to model dynamic surgical scenes. Our approach models the spatio-temporal features of soft tissues at each time stamp via a forward-mapping deformation MLP and regularization to constrain local 3D Gaussians to comply with consistent movement. With the depth initialization strategy and tool mask-guided training, our method can remove surgical instruments and reconstruct high-fidelity surgical scenes. Through experiments on various surgical videos, our network outperforms existing method on many aspects, including rendering quality, rendering speed and GPU usage. The project page can be found at https://surgicalgaussian.github.io.
Grounding Stylistic Domain Generalization with Quantitative Domain Shift Measures and Synthetic Scene Images
Domain Generalization (DG) is a challenging task in machine learning that requires a coherent ability to comprehend shifts across various domains through extraction of domain-invariant features. DG performance is typically evaluated by performing image classification in domains of various image styles. However, current methodology lacks quantitative understanding about shifts in stylistic domain, and relies on a vast amount of pre-training data, such as ImageNet1K, which are predominantly in photo-realistic style with weakly supervised class labels. Such a data-driven practice could potentially result in spurious correlation and inflated performance on DG benchmarks. In this paper, we introduce a new DG paradigm to address these risks. We first introduce two new quantitative measures ICV and IDD to describe domain shifts in terms of consistency of classes within one domain and similarity between two stylistic domains. We then present SuperMarioDomains (SMD), a novel synthetic multi-domain dataset sampled from video game scenes with more consistent classes and sufficient dissimilarity compared to ImageNet1K. We demonstrate our DG method SMOS. SMOS first uses SMD to train a precursor model, which is then used to ground the training on a DG benchmark. We observe that SMOS contributes to state-of-the-art performance across five DG benchmarks, gaining large improvements to performances on abstract domains along with on-par or slight improvements to those on photo-realistic domains. Our qualitative analysis suggests that these improvements can be attributed to reduced distributional divergence between originally distant domains. Our data are available at https://github.com/fpsluozi/SMD-SMOS .
ABINet++: Autonomous, Bidirectional and Iterative Language Modeling for Scene Text Spotting
Scene text spotting is of great importance to the computer vision community due to its wide variety of applications. Recent methods attempt to introduce linguistic knowledge for challenging recognition rather than pure visual classification. However, how to effectively model the linguistic rules in end-to-end deep networks remains a research challenge. In this paper, we argue that the limited capacity of language models comes from 1) implicit language modeling; 2) unidirectional feature representation; and 3) language model with noise input. Correspondingly, we propose an autonomous, bidirectional and iterative ABINet++ for scene text spotting. Firstly, the autonomous suggests enforcing explicitly language modeling by decoupling the recognizer into vision model and language model and blocking gradient flow between both models. Secondly, a novel bidirectional cloze network (BCN) as the language model is proposed based on bidirectional feature representation. Thirdly, we propose an execution manner of iterative correction for the language model which can effectively alleviate the impact of noise input. Finally, to polish ABINet++ in long text recognition, we propose to aggregate horizontal features by embedding Transformer units inside a U-Net, and design a position and content attention module which integrates character order and content to attend to character features precisely. ABINet++ achieves state-of-the-art performance on both scene text recognition and scene text spotting benchmarks, which consistently demonstrates the superiority of our method in various environments especially on low-quality images. Besides, extensive experiments including in English and Chinese also prove that, a text spotter that incorporates our language modeling method can significantly improve its performance both in accuracy and speed compared with commonly used attention-based recognizers.
RobustSpring: Benchmarking Robustness to Image Corruptions for Optical Flow, Scene Flow and Stereo
Standard benchmarks for optical flow, scene flow, and stereo vision algorithms generally focus on model accuracy rather than robustness to image corruptions like noise or rain. Hence, the resilience of models to such real-world perturbations is largely unquantified. To address this, we present RobustSpring, a comprehensive dataset and benchmark for evaluating robustness to image corruptions for optical flow, scene flow, and stereo models. RobustSpring applies 20 different image corruptions, including noise, blur, color changes, quality degradations, and weather distortions, in a time-, stereo-, and depth-consistent manner to the high-resolution Spring dataset, creating a suite of 20,000 corrupted images that reflect challenging conditions. RobustSpring enables comparisons of model robustness via a new corruption robustness metric. Integration with the Spring benchmark enables public two-axis evaluations of both accuracy and robustness. We benchmark a curated selection of initial models, observing that accurate models are not necessarily robust and that robustness varies widely by corruption type. RobustSpring is a new computer vision benchmark that treats robustness as a first-class citizen to foster models that combine accuracy with resilience. It will be available at https://spring-benchmark.org.
Blended-NeRF: Zero-Shot Object Generation and Blending in Existing Neural Radiance Fields
Editing a local region or a specific object in a 3D scene represented by a NeRF is challenging, mainly due to the implicit nature of the scene representation. Consistently blending a new realistic object into the scene adds an additional level of difficulty. We present Blended-NeRF, a robust and flexible framework for editing a specific region of interest in an existing NeRF scene, based on text prompts or image patches, along with a 3D ROI box. Our method leverages a pretrained language-image model to steer the synthesis towards a user-provided text prompt or image patch, along with a 3D MLP model initialized on an existing NeRF scene to generate the object and blend it into a specified region in the original scene. We allow local editing by localizing a 3D ROI box in the input scene, and seamlessly blend the content synthesized inside the ROI with the existing scene using a novel volumetric blending technique. To obtain natural looking and view-consistent results, we leverage existing and new geometric priors and 3D augmentations for improving the visual fidelity of the final result. We test our framework both qualitatively and quantitatively on a variety of real 3D scenes and text prompts, demonstrating realistic multi-view consistent results with much flexibility and diversity compared to the baselines. Finally, we show the applicability of our framework for several 3D editing applications, including adding new objects to a scene, removing/replacing/altering existing objects, and texture conversion.
Invisible Stitch: Generating Smooth 3D Scenes with Depth Inpainting
3D scene generation has quickly become a challenging new research direction, fueled by consistent improvements of 2D generative diffusion models. Most prior work in this area generates scenes by iteratively stitching newly generated frames with existing geometry. These works often depend on pre-trained monocular depth estimators to lift the generated images into 3D, fusing them with the existing scene representation. These approaches are then often evaluated via a text metric, measuring the similarity between the generated images and a given text prompt. In this work, we make two fundamental contributions to the field of 3D scene generation. First, we note that lifting images to 3D with a monocular depth estimation model is suboptimal as it ignores the geometry of the existing scene. We thus introduce a novel depth completion model, trained via teacher distillation and self-training to learn the 3D fusion process, resulting in improved geometric coherence of the scene. Second, we introduce a new benchmarking scheme for scene generation methods that is based on ground truth geometry, and thus measures the quality of the structure of the scene.
SVG: 3D Stereoscopic Video Generation via Denoising Frame Matrix
Video generation models have demonstrated great capabilities of producing impressive monocular videos, however, the generation of 3D stereoscopic video remains under-explored. We propose a pose-free and training-free approach for generating 3D stereoscopic videos using an off-the-shelf monocular video generation model. Our method warps a generated monocular video into camera views on stereoscopic baseline using estimated video depth, and employs a novel frame matrix video inpainting framework. The framework leverages the video generation model to inpaint frames observed from different timestamps and views. This effective approach generates consistent and semantically coherent stereoscopic videos without scene optimization or model fine-tuning. Moreover, we develop a disocclusion boundary re-injection scheme that further improves the quality of video inpainting by alleviating the negative effects propagated from disoccluded areas in the latent space. We validate the efficacy of our proposed method by conducting experiments on videos from various generative models, including Sora [4 ], Lumiere [2], WALT [8 ], and Zeroscope [ 42]. The experiments demonstrate that our method has a significant improvement over previous methods. The code will be released at https://daipengwa.github.io/SVG_ProjectPage.
GenRC: Generative 3D Room Completion from Sparse Image Collections
Sparse RGBD scene completion is a challenging task especially when considering consistent textures and geometries throughout the entire scene. Different from existing solutions that rely on human-designed text prompts or predefined camera trajectories, we propose GenRC, an automated training-free pipeline to complete a room-scale 3D mesh with high-fidelity textures. To achieve this, we first project the sparse RGBD images to a highly incomplete 3D mesh. Instead of iteratively generating novel views to fill in the void, we utilized our proposed E-Diffusion to generate a view-consistent panoramic RGBD image which ensures global geometry and appearance consistency. Furthermore, we maintain the input-output scene stylistic consistency through textual inversion to replace human-designed text prompts. To bridge the domain gap among datasets, E-Diffusion leverages models trained on large-scale datasets to generate diverse appearances. GenRC outperforms state-of-the-art methods under most appearance and geometric metrics on ScanNet and ARKitScenes datasets, even though GenRC is not trained on these datasets nor using predefined camera trajectories. Project page: https://minfenli.github.io/GenRC
IGGT: Instance-Grounded Geometry Transformer for Semantic 3D Reconstruction
Humans naturally perceive the geometric structure and semantic content of a 3D world as intertwined dimensions, enabling coherent and accurate understanding of complex scenes. However, most prior approaches prioritize training large geometry models for low-level 3D reconstruction and treat high-level spatial understanding in isolation, overlooking the crucial interplay between these two fundamental aspects of 3D-scene analysis, thereby limiting generalization and leading to poor performance in downstream 3D understanding tasks. Recent attempts have mitigated this issue by simply aligning 3D models with specific language models, thus restricting perception to the aligned model's capacity and limiting adaptability to downstream tasks. In this paper, we propose InstanceGrounded Geometry Transformer (IGGT), an end-to-end large unified transformer to unify the knowledge for both spatial reconstruction and instance-level contextual understanding. Specifically, we design a 3D-Consistent Contrastive Learning strategy that guides IGGT to encode a unified representation with geometric structures and instance-grounded clustering through only 2D visual inputs. This representation supports consistent lifting of 2D visual inputs into a coherent 3D scene with explicitly distinct object instances. To facilitate this task, we further construct InsScene-15K, a large-scale dataset with high-quality RGB images, poses, depth maps, and 3D-consistent instance-level mask annotations with a novel data curation pipeline.
Semantic Amodal Segmentation
Common visual recognition tasks such as classification, object detection, and semantic segmentation are rapidly reaching maturity, and given the recent rate of progress, it is not unreasonable to conjecture that techniques for many of these problems will approach human levels of performance in the next few years. In this paper we look to the future: what is the next frontier in visual recognition? We offer one possible answer to this question. We propose a detailed image annotation that captures information beyond the visible pixels and requires complex reasoning about full scene structure. Specifically, we create an amodal segmentation of each image: the full extent of each region is marked, not just the visible pixels. Annotators outline and name all salient regions in the image and specify a partial depth order. The result is a rich scene structure, including visible and occluded portions of each region, figure-ground edge information, semantic labels, and object overlap. We create two datasets for semantic amodal segmentation. First, we label 500 images in the BSDS dataset with multiple annotators per image, allowing us to study the statistics of human annotations. We show that the proposed full scene annotation is surprisingly consistent between annotators, including for regions and edges. Second, we annotate 5000 images from COCO. This larger dataset allows us to explore a number of algorithmic ideas for amodal segmentation and depth ordering. We introduce novel metrics for these tasks, and along with our strong baselines, define concrete new challenges for the community.
TAP-VL: Text Layout-Aware Pre-training for Enriched Vision-Language Models
Vision-Language (VL) models have garnered considerable research interest; however, they still face challenges in effectively handling text within images. To address this limitation, researchers have developed two approaches. The first method involves utilizing external Optical Character Recognition (OCR) tools to extract textual information from images, which is then prepended to other textual inputs. The second strategy focuses on employing extremely high-resolution images to improve text recognition capabilities. In this paper, we focus on enhancing the first strategy by introducing a novel method, named TAP-VL, which treats OCR information as a distinct modality and seamlessly integrates it into any VL model. TAP-VL employs a lightweight transformer-based OCR module to receive OCR with layout information, compressing it into a short fixed-length sequence for input into the LLM. Initially, we conduct model-agnostic pretraining of the OCR module on unlabeled documents, followed by its integration into any VL architecture through brief fine-tuning. Extensive experiments demonstrate consistent performance improvements when applying TAP-VL to top-performing VL models, across scene-text and document-based VL benchmarks.
STream3R: Scalable Sequential 3D Reconstruction with Causal Transformer
We present STream3R, a novel approach to 3D reconstruction that reformulates pointmap prediction as a decoder-only Transformer problem. Existing state-of-the-art methods for multi-view reconstruction either depend on expensive global optimization or rely on simplistic memory mechanisms that scale poorly with sequence length. In contrast, STream3R introduces an streaming framework that processes image sequences efficiently using causal attention, inspired by advances in modern language modeling. By learning geometric priors from large-scale 3D datasets, STream3R generalizes well to diverse and challenging scenarios, including dynamic scenes where traditional methods often fail. Extensive experiments show that our method consistently outperforms prior work across both static and dynamic scene benchmarks. Moreover, STream3R is inherently compatible with LLM-style training infrastructure, enabling efficient large-scale pretraining and fine-tuning for various downstream 3D tasks. Our results underscore the potential of causal Transformer models for online 3D perception, paving the way for real-time 3D understanding in streaming environments. More details can be found in our project page: https://nirvanalan.github.io/projects/stream3r.
Talk2Event: Grounded Understanding of Dynamic Scenes from Event Cameras
Event cameras offer microsecond-level latency and robustness to motion blur, making them ideal for understanding dynamic environments. Yet, connecting these asynchronous streams to human language remains an open challenge. We introduce Talk2Event, the first large-scale benchmark for language-driven object grounding in event-based perception. Built from real-world driving data, we provide over 30,000 validated referring expressions, each enriched with four grounding attributes -- appearance, status, relation to viewer, and relation to other objects -- bridging spatial, temporal, and relational reasoning. To fully exploit these cues, we propose EventRefer, an attribute-aware grounding framework that dynamically fuses multi-attribute representations through a Mixture of Event-Attribute Experts (MoEE). Our method adapts to different modalities and scene dynamics, achieving consistent gains over state-of-the-art baselines in event-only, frame-only, and event-frame fusion settings. We hope our dataset and approach will establish a foundation for advancing multimodal, temporally-aware, and language-driven perception in real-world robotics and autonomy.
MTReD: 3D Reconstruction Dataset for Fly-over Videos of Maritime Domain
This work tackles 3D scene reconstruction for a video fly-over perspective problem in the maritime domain, with a specific emphasis on geometrically and visually sound reconstructions. This will allow for downstream tasks such as segmentation, navigation, and localization. To our knowledge, there is no dataset available in this domain. As such, we propose a novel maritime 3D scene reconstruction benchmarking dataset, named as MTReD (Maritime Three-Dimensional Reconstruction Dataset). The MTReD comprises 19 fly-over videos curated from the Internet containing ships, islands, and coastlines. As the task is aimed towards geometrical consistency and visual completeness, the dataset uses two metrics: (1) Reprojection error; and (2) Perception based metrics. We find that existing perception-based metrics, such as Learned Perceptual Image Patch Similarity (LPIPS), do not appropriately measure the completeness of a reconstructed image. Thus, we propose a novel semantic similarity metric utilizing DINOv2 features coined DiFPS (DinoV2 Features Perception Similarity). We perform initial evaluation on two baselines: (1) Structured from Motion (SfM) through Colmap; and (2) the recent state-of-the-art MASt3R model. We find that the reconstructed scenes by MASt3R have higher reprojection errors, but superior perception based metric scores. To this end, some pre-processing methods are explored, and we find a pre-processing method which improves both the reprojection error and perception-based score. We envisage our proposed MTReD to stimulate further research in these directions. The dataset and all the code will be made available in https://github.com/RuiYiYong/MTReD.
Adjustable Visual Appearance for Generalizable Novel View Synthesis
We present a generalizable novel view synthesis method which enables modifying the visual appearance of an observed scene so rendered views match a target weather or lighting condition without any scene specific training or access to reference views at the target condition. Our method is based on a pretrained generalizable transformer architecture and is fine-tuned on synthetically generated scenes under different appearance conditions. This allows for rendering novel views in a consistent manner for 3D scenes that were not included in the training set, along with the ability to (i) modify their appearance to match the target condition and (ii) smoothly interpolate between different conditions. Experiments on real and synthetic scenes show that our method is able to generate 3D consistent renderings while making realistic appearance changes, including qualitative and quantitative comparisons. Please refer to our project page for video results: https://ava-nvs.github.io/
EditRoom: LLM-parameterized Graph Diffusion for Composable 3D Room Layout Editing
Given the steep learning curve of professional 3D software and the time-consuming process of managing large 3D assets, language-guided 3D scene editing has significant potential in fields such as virtual reality, augmented reality, and gaming. However, recent approaches to language-guided 3D scene editing either require manual interventions or focus only on appearance modifications without supporting comprehensive scene layout changes. In response, we propose Edit-Room, a unified framework capable of executing a variety of layout edits through natural language commands, without requiring manual intervention. Specifically, EditRoom leverages Large Language Models (LLMs) for command planning and generates target scenes using a diffusion-based method, enabling six types of edits: rotate, translate, scale, replace, add, and remove. To address the lack of data for language-guided 3D scene editing, we have developed an automatic pipeline to augment existing 3D scene synthesis datasets and introduced EditRoom-DB, a large-scale dataset with 83k editing pairs, for training and evaluation. Our experiments demonstrate that our approach consistently outperforms other baselines across all metrics, indicating higher accuracy and coherence in language-guided scene layout editing.
DATENeRF: Depth-Aware Text-based Editing of NeRFs
Recent advancements in diffusion models have shown remarkable proficiency in editing 2D images based on text prompts. However, extending these techniques to edit scenes in Neural Radiance Fields (NeRF) is complex, as editing individual 2D frames can result in inconsistencies across multiple views. Our crucial insight is that a NeRF scene's geometry can serve as a bridge to integrate these 2D edits. Utilizing this geometry, we employ a depth-conditioned ControlNet to enhance the coherence of each 2D image modification. Moreover, we introduce an inpainting approach that leverages the depth information of NeRF scenes to distribute 2D edits across different images, ensuring robustness against errors and resampling challenges. Our results reveal that this methodology achieves more consistent, lifelike, and detailed edits than existing leading methods for text-driven NeRF scene editing.
WorldExplorer: Towards Generating Fully Navigable 3D Scenes
Generating 3D worlds from text is a highly anticipated goal in computer vision. Existing works are limited by the degree of exploration they allow inside of a scene, i.e., produce streched-out and noisy artifacts when moving beyond central or panoramic perspectives. To this end, we propose WorldExplorer, a novel method based on autoregressive video trajectory generation, which builds fully navigable 3D scenes with consistent visual quality across a wide range of viewpoints. We initialize our scenes by creating multi-view consistent images corresponding to a 360 degree panorama. Then, we expand it by leveraging video diffusion models in an iterative scene generation pipeline. Concretely, we generate multiple videos along short, pre-defined trajectories, that explore the scene in depth, including motion around objects. Our novel scene memory conditions each video on the most relevant prior views, while a collision-detection mechanism prevents degenerate results, like moving into objects. Finally, we fuse all generated views into a unified 3D representation via 3D Gaussian Splatting optimization. Compared to prior approaches, WorldExplorer produces high-quality scenes that remain stable under large camera motion, enabling for the first time realistic and unrestricted exploration. We believe this marks a significant step toward generating immersive and truly explorable virtual 3D environments.
MeDM: Mediating Image Diffusion Models for Video-to-Video Translation with Temporal Correspondence Guidance
This study introduces an efficient and effective method, MeDM, that utilizes pre-trained image Diffusion Models for video-to-video translation with consistent temporal flow. The proposed framework can render videos from scene position information, such as a normal G-buffer, or perform text-guided editing on videos captured in real-world scenarios. We employ explicit optical flows to construct a practical coding that enforces physical constraints on generated frames and mediates independent frame-wise scores. By leveraging this coding, maintaining temporal consistency in the generated videos can be framed as an optimization problem with a closed-form solution. To ensure compatibility with Stable Diffusion, we also suggest a workaround for modifying observed-space scores in latent-space Diffusion Models. Notably, MeDM does not require fine-tuning or test-time optimization of the Diffusion Models. Through extensive qualitative, quantitative, and subjective experiments on various benchmarks, the study demonstrates the effectiveness and superiority of the proposed approach. Project page can be found at https://medm2023.github.io
Remote Sensing Large Vision-Language Model: Semantic-augmented Multi-level Alignment and Semantic-aware Expert Modeling
Large Vision and Language Models (LVLMs) have shown strong performance across various vision-language tasks in natural image domains. However, their application to remote sensing (RS) remains underexplored due to significant domain differences in visual appearances, object scales, and semantics. These discrepancies hider the effective understanding of RS scenes, which contain rich, multi-level semantic information spanning from coarse-to-fine levels. Hence, it limits the direct adaptation of existing LVLMs to RS imagery. To address this gap, we propose a novel LVLM framework tailored for RS understanding, incorporating two core components: Semantic-augmented Multi-level Alignment and Semantic-aware Expert Modeling. First, to align multi-level visual features, we introduce the retrieval-based Semantic Augmentation Module which enriches the visual features with relevant semantics across fine-to-coarse levels (e.g., object- and scene-level information). It is designed to retrieve relevant semantic cues from a RS semantic knowledge database, followed by aggregation of semantic cues with user query and multi-level visual features, resulting in semantically enriched representation across multiple levels. Second, for Semantic-aware Expert Modeling, we design semantic experts, where each expert is responsible for processing semantic representation at different levels separately. This enables hierarchical semantic understanding from coarse to fine levels. Evaluations across multiple RS tasks-including scene classification and VQA, etc.-demonstrate that the proposed framework achieves consistent improvements across multiple semantic levels. This highlights its capability and effectiveness in bridging the gap between general LVLMs and unique demands of RS-specific vision-language understanding.
GS2E: Gaussian Splatting is an Effective Data Generator for Event Stream Generation
We introduce GS2E (Gaussian Splatting to Event), a large-scale synthetic event dataset for high-fidelity event vision tasks, captured from real-world sparse multi-view RGB images. Existing event datasets are often synthesized from dense RGB videos, which typically lack viewpoint diversity and geometric consistency, or depend on expensive, difficult-to-scale hardware setups. GS2E overcomes these limitations by first reconstructing photorealistic static scenes using 3D Gaussian Splatting, and subsequently employing a novel, physically-informed event simulation pipeline. This pipeline generally integrates adaptive trajectory interpolation with physically-consistent event contrast threshold modeling. Such an approach yields temporally dense and geometrically consistent event streams under diverse motion and lighting conditions, while ensuring strong alignment with underlying scene structures. Experimental results on event-based 3D reconstruction demonstrate GS2E's superior generalization capabilities and its practical value as a benchmark for advancing event vision research.
Pseudo-Generalized Dynamic View Synthesis from a Video
Rendering scenes observed in a monocular video from novel viewpoints is a challenging problem. For static scenes the community has studied both scene-specific optimization techniques, which optimize on every test scene, and generalized techniques, which only run a deep net forward pass on a test scene. In contrast, for dynamic scenes, scene-specific optimization techniques exist, but, to our best knowledge, there is currently no generalized method for dynamic novel view synthesis from a given monocular video. To answer whether generalized dynamic novel view synthesis from monocular videos is possible today, we establish an analysis framework based on existing techniques and work toward the generalized approach. We find a pseudo-generalized process without scene-specific appearance optimization is possible, but geometrically and temporally consistent depth estimates are needed. Despite no scene-specific appearance optimization, the pseudo-generalized approach improves upon some scene-specific methods.
Generative Novel View Synthesis with 3D-Aware Diffusion Models
We present a diffusion-based model for 3D-aware generative novel view synthesis from as few as a single input image. Our model samples from the distribution of possible renderings consistent with the input and, even in the presence of ambiguity, is capable of rendering diverse and plausible novel views. To achieve this, our method makes use of existing 2D diffusion backbones but, crucially, incorporates geometry priors in the form of a 3D feature volume. This latent feature field captures the distribution over possible scene representations and improves our method's ability to generate view-consistent novel renderings. In addition to generating novel views, our method has the ability to autoregressively synthesize 3D-consistent sequences. We demonstrate state-of-the-art results on synthetic renderings and room-scale scenes; we also show compelling results for challenging, real-world objects.
ShaRF: Shape-conditioned Radiance Fields from a Single View
We present a method for estimating neural scenes representations of objects given only a single image. The core of our method is the estimation of a geometric scaffold for the object and its use as a guide for the reconstruction of the underlying radiance field. Our formulation is based on a generative process that first maps a latent code to a voxelized shape, and then renders it to an image, with the object appearance being controlled by a second latent code. During inference, we optimize both the latent codes and the networks to fit a test image of a new object. The explicit disentanglement of shape and appearance allows our model to be fine-tuned given a single image. We can then render new views in a geometrically consistent manner and they represent faithfully the input object. Additionally, our method is able to generalize to images outside of the training domain (more realistic renderings and even real photographs). Finally, the inferred geometric scaffold is itself an accurate estimate of the object's 3D shape. We demonstrate in several experiments the effectiveness of our approach in both synthetic and real images.
VISTA: A Test-Time Self-Improving Video Generation Agent
Despite rapid advances in text-to-video synthesis, generated video quality remains critically dependent on precise user prompts. Existing test-time optimization methods, successful in other domains, struggle with the multi-faceted nature of video. In this work, we introduce VISTA (Video Iterative Self-improvemenT Agent), a novel multi-agent system that autonomously improves video generation through refining prompts in an iterative loop. VISTA first decomposes a user idea into a structured temporal plan. After generation, the best video is identified through a robust pairwise tournament. This winning video is then critiqued by a trio of specialized agents focusing on visual, audio, and contextual fidelity. Finally, a reasoning agent synthesizes this feedback to introspectively rewrite and enhance the prompt for the next generation cycle. Experiments on single- and multi-scene video generation scenarios show that while prior methods yield inconsistent gains, VISTA consistently improves video quality and alignment with user intent, achieving up to 60% pairwise win rate against state-of-the-art baselines. Human evaluators concur, preferring VISTA outputs in 66.4% of comparisons.
4K4DGen: Panoramic 4D Generation at 4K Resolution
The blooming of virtual reality and augmented reality (VR/AR) technologies has driven an increasing demand for the creation of high-quality, immersive, and dynamic environments. However, existing generative techniques either focus solely on dynamic objects or perform outpainting from a single perspective image, failing to meet the needs of VR/AR applications. In this work, we tackle the challenging task of elevating a single panorama to an immersive 4D experience. For the first time, we demonstrate the capability to generate omnidirectional dynamic scenes with 360-degree views at 4K resolution, thereby providing an immersive user experience. Our method introduces a pipeline that facilitates natural scene animations and optimizes a set of 4D Gaussians using efficient splatting techniques for real-time exploration. To overcome the lack of scene-scale annotated 4D data and models, especially in panoramic formats, we propose a novel Panoramic Denoiser that adapts generic 2D diffusion priors to animate consistently in 360-degree images, transforming them into panoramic videos with dynamic scenes at targeted regions. Subsequently, we elevate the panoramic video into a 4D immersive environment while preserving spatial and temporal consistency. By transferring prior knowledge from 2D models in the perspective domain to the panoramic domain and the 4D lifting with spatial appearance and geometry regularization, we achieve high-quality Panorama-to-4D generation at a resolution of (4096 times 2048) for the first time. See the project website at https://4k4dgen.github.io.
SteinDreamer: Variance Reduction for Text-to-3D Score Distillation via Stein Identity
Score distillation has emerged as one of the most prevalent approaches for text-to-3D asset synthesis. Essentially, score distillation updates 3D parameters by lifting and back-propagating scores averaged over different views. In this paper, we reveal that the gradient estimation in score distillation is inherent to high variance. Through the lens of variance reduction, the effectiveness of SDS and VSD can be interpreted as applications of various control variates to the Monte Carlo estimator of the distilled score. Motivated by this rethinking and based on Stein's identity, we propose a more general solution to reduce variance for score distillation, termed Stein Score Distillation (SSD). SSD incorporates control variates constructed by Stein identity, allowing for arbitrary baseline functions. This enables us to include flexible guidance priors and network architectures to explicitly optimize for variance reduction. In our experiments, the overall pipeline, dubbed SteinDreamer, is implemented by instantiating the control variate with a monocular depth estimator. The results suggest that SSD can effectively reduce the distillation variance and consistently improve visual quality for both object- and scene-level generation. Moreover, we demonstrate that SteinDreamer achieves faster convergence than existing methods due to more stable gradient updates.
StreamSplat: Towards Online Dynamic 3D Reconstruction from Uncalibrated Video Streams
Real-time reconstruction of dynamic 3D scenes from uncalibrated video streams is crucial for numerous real-world applications. However, existing methods struggle to jointly address three key challenges: 1) processing uncalibrated inputs in real time, 2) accurately modeling dynamic scene evolution, and 3) maintaining long-term stability and computational efficiency. To this end, we introduce StreamSplat, the first fully feed-forward framework that transforms uncalibrated video streams of arbitrary length into dynamic 3D Gaussian Splatting (3DGS) representations in an online manner, capable of recovering scene dynamics from temporally local observations. We propose two key technical innovations: a probabilistic sampling mechanism in the static encoder for 3DGS position prediction, and a bidirectional deformation field in the dynamic decoder that enables robust and efficient dynamic modeling. Extensive experiments on static and dynamic benchmarks demonstrate that StreamSplat consistently outperforms prior works in both reconstruction quality and dynamic scene modeling, while uniquely supporting online reconstruction of arbitrarily long video streams. Code and models are available at https://github.com/nickwzk/StreamSplat.
Dual Path Networks
In this work, we present a simple, highly efficient and modularized Dual Path Network (DPN) for image classification which presents a new topology of connection paths internally. By revealing the equivalence of the state-of-the-art Residual Network (ResNet) and Densely Convolutional Network (DenseNet) within the HORNN framework, we find that ResNet enables feature re-usage while DenseNet enables new features exploration which are both important for learning good representations. To enjoy the benefits from both path topologies, our proposed Dual Path Network shares common features while maintaining the flexibility to explore new features through dual path architectures. Extensive experiments on three benchmark datasets, ImagNet-1k, Places365 and PASCAL VOC, clearly demonstrate superior performance of the proposed DPN over state-of-the-arts. In particular, on the ImagNet-1k dataset, a shallow DPN surpasses the best ResNeXt-101(64x4d) with 26% smaller model size, 25% less computational cost and 8% lower memory consumption, and a deeper DPN (DPN-131) further pushes the state-of-the-art single model performance with about 2 times faster training speed. Experiments on the Places365 large-scale scene dataset, PASCAL VOC detection dataset, and PASCAL VOC segmentation dataset also demonstrate its consistently better performance than DenseNet, ResNet and the latest ResNeXt model over various applications.
A Survey on Long-Video Storytelling Generation: Architectures, Consistency, and Cinematic Quality
Despite the significant progress that has been made in video generative models, existing state-of-the-art methods can only produce videos lasting 5-16 seconds, often labeled "long-form videos". Furthermore, videos exceeding 16 seconds struggle to maintain consistent character appearances and scene layouts throughout the narrative. In particular, multi-subject long videos still fail to preserve character consistency and motion coherence. While some methods can generate videos up to 150 seconds long, they often suffer from frame redundancy and low temporal diversity. Recent work has attempted to produce long-form videos featuring multiple characters, narrative coherence, and high-fidelity detail. We comprehensively studied 32 papers on video generation to identify key architectural components and training strategies that consistently yield these qualities. We also construct a comprehensive novel taxonomy of existing methods and present comparative tables that categorize papers by their architectural designs and performance characteristics.
Im4D: High-Fidelity and Real-Time Novel View Synthesis for Dynamic Scenes
This paper aims to tackle the challenge of dynamic view synthesis from multi-view videos. The key observation is that while previous grid-based methods offer consistent rendering, they fall short in capturing appearance details of a complex dynamic scene, a domain where multi-view image-based rendering methods demonstrate the opposite properties. To combine the best of two worlds, we introduce Im4D, a hybrid scene representation that consists of a grid-based geometry representation and a multi-view image-based appearance representation. Specifically, the dynamic geometry is encoded as a 4D density function composed of spatiotemporal feature planes and a small MLP network, which globally models the scene structure and facilitates the rendering consistency. We represent the scene appearance by the original multi-view videos and a network that learns to predict the color of a 3D point from image features, instead of memorizing detailed appearance totally with networks, thereby naturally making the learning of networks easier. Our method is evaluated on five dynamic view synthesis datasets including DyNeRF, ZJU-MoCap, NHR, DNA-Rendering and ENeRF-Outdoor datasets. The results show that Im4D exhibits state-of-the-art performance in rendering quality and can be trained efficiently, while realizing real-time rendering with a speed of 79.8 FPS for 512x512 images, on a single RTX 3090 GPU.
Local2Global query Alignment for Video Instance Segmentation
Online video segmentation methods excel at handling long sequences and capturing gradual changes, making them ideal for real-world applications. However, achieving temporally consistent predictions remains a challenge, especially with gradual accumulation of noise or drift in on-line propagation, abrupt occlusions and scene transitions. This paper introduces Local2Global, an online framework, for video instance segmentation, exhibiting state-of-the-art performance with simple baseline and training purely in online fashion. Leveraging the DETR-based query propagation framework, we introduce two novel sets of queries:(1) local queries that capture initial object-specific spatial features from each frame and (2) global queries containing past spatio-temporal representations. We propose the L2G-aligner, a novel lightweight transformer decoder, to facilitate an early alignment between local and global queries. This alignment allows our model to effectively utilize current frame information while maintaining temporal consistency, producing a smooth transition between frames. Furthermore, L2G-aligner is integrated within the segmentation model, without relying on additional complex heuristics, or memory mechanisms. Extensive experiments across various challenging VIS and VPS datasets showcase the superiority of our method with simple online training, surpassing current benchmarks without bells and rings. For instance, we achieve 54.3 and 49.4 AP on Youtube-VIS-19/-21 datasets and 37.0 AP on OVIS dataset respectively withthe ResNet-50 backbone.
PointGS: Point Attention-Aware Sparse View Synthesis with Gaussian Splatting
3D Gaussian splatting (3DGS) is an innovative rendering technique that surpasses the neural radiance field (NeRF) in both rendering speed and visual quality by leveraging an explicit 3D scene representation. Existing 3DGS approaches require a large number of calibrated views to generate a consistent and complete scene representation. When input views are limited, 3DGS tends to overfit the training views, leading to noticeable degradation in rendering quality. To address this limitation, we propose a Point-wise Feature-Aware Gaussian Splatting framework that enables real-time, high-quality rendering from sparse training views. Specifically, we first employ the latest stereo foundation model to estimate accurate camera poses and reconstruct a dense point cloud for Gaussian initialization. We then encode the colour attributes of each 3D Gaussian by sampling and aggregating multiscale 2D appearance features from sparse inputs. To enhance point-wise appearance representation, we design a point interaction network based on a self-attention mechanism, allowing each Gaussian point to interact with its nearest neighbors. These enriched features are subsequently decoded into Gaussian parameters through two lightweight multi-layer perceptrons (MLPs) for final rendering. Extensive experiments on diverse benchmarks demonstrate that our method significantly outperforms NeRF-based approaches and achieves competitive performance under few-shot settings compared to the state-of-the-art 3DGS methods.
Bolt3D: Generating 3D Scenes in Seconds
We present a latent diffusion model for fast feed-forward 3D scene generation. Given one or more images, our model Bolt3D directly samples a 3D scene representation in less than seven seconds on a single GPU. We achieve this by leveraging powerful and scalable existing 2D diffusion network architectures to produce consistent high-fidelity 3D scene representations. To train this model, we create a large-scale multiview-consistent dataset of 3D geometry and appearance by applying state-of-the-art dense 3D reconstruction techniques to existing multiview image datasets. Compared to prior multiview generative models that require per-scene optimization for 3D reconstruction, Bolt3D reduces the inference cost by a factor of up to 300 times.
DREAM: Improving Situational QA by First Elaborating the Situation
When people answer questions about a specific situation, e.g., "I cheated on my mid-term exam last week. Was that wrong?", cognitive science suggests that they form a mental picture of that situation before answering. While we do not know how language models (LMs) answer such questions, we conjecture that they may answer more accurately if they are also provided with additional details about the question situation, elaborating the "scene". To test this conjecture, we train a new model, DREAM, to answer questions that elaborate the scenes that situated questions are about, and then provide those elaborations as additional context to a question-answering (QA) model. We find that DREAM is able to create better scene elaborations (more accurate, useful, and consistent) than a representative state-of-the-art, zero-shot model (Macaw). We also find that using the scene elaborations as additional context improves the answer accuracy of a downstream QA system, including beyond that obtainable by simply further finetuning the QA system on DREAM's training data. These results suggest that adding focused elaborations about a situation can improve a system's reasoning about it, and may serve as an effective way of injecting new scenario based knowledge into QA models. Finally, our approach is dataset-neutral; we observe improved QA performance across different models, with even bigger gains on models with fewer parameters. We make our dataset and model publicly available at https://github.com/allenai/dream.
Auto-Retoucher(ART) - A framework for Background Replacement and Image Editing
Replacing the background and simultaneously adjusting foreground objects is a challenging task in image editing. Current techniques for generating such images relies heavily on user interactions with image editing softwares, which is a tedious job for professional retouchers. To reduce their workload, some exciting progress has been made on generating images with a given background. However, these models can neither adjust the position and scale of the foreground objects, nor guarantee the semantic consistency between foreground and background. To overcome these limitations, we propose a framework -- ART(Auto-Retoucher), to generate images with sufficient semantic and spatial consistency. Images are first processed by semantic matting and scene parsing modules, then a multi-task verifier model will give two confidence scores for the current background and position setting. We demonstrate that our jointly optimized verifier model successfully improves the visual consistency, and our ART framework performs well on images with the human body as foregrounds.
Compact 3D Gaussian Representation for Radiance Field
Neural Radiance Fields (NeRFs) have demonstrated remarkable potential in capturing complex 3D scenes with high fidelity. However, one persistent challenge that hinders the widespread adoption of NeRFs is the computational bottleneck due to the volumetric rendering. On the other hand, 3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussisan-based representation and adopts the rasterization pipeline to render the images rather than volumetric rendering, achieving very fast rendering speed and promising image quality. However, a significant drawback arises as 3DGS entails a substantial number of 3D Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric attributes of Gaussian by vector quantization. In our extensive experiments, we consistently show over 10times reduced storage and enhanced rendering speed, while maintaining the quality of the scene representation, compared to 3DGS. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.
RoMA: Scaling up Mamba-based Foundation Models for Remote Sensing
Recent advances in self-supervised learning for Vision Transformers (ViTs) have fueled breakthroughs in remote sensing (RS) foundation models. However, the quadratic complexity of self-attention poses a significant barrier to scalability, particularly for large models and high-resolution images. While the linear-complexity Mamba architecture offers a promising alternative, existing RS applications of Mamba remain limited to supervised tasks on small, domain-specific datasets. To address these challenges, we propose RoMA, a framework that enables scalable self-supervised pretraining of Mamba-based RS foundation models using large-scale, diverse, unlabeled data. RoMA enhances scalability for high-resolution images through a tailored auto-regressive learning strategy, incorporating two key innovations: 1) a rotation-aware pretraining mechanism combining adaptive cropping with angular embeddings to handle sparsely distributed objects with arbitrary orientations, and 2) multi-scale token prediction objectives that address the extreme variations in object scales inherent to RS imagery. Systematic empirical studies validate that Mamba adheres to RS data and parameter scaling laws, with performance scaling reliably as model and data size increase. Furthermore, experiments across scene classification, object detection, and semantic segmentation tasks demonstrate that RoMA-pretrained Mamba models consistently outperform ViT-based counterparts in both accuracy and computational efficiency. The source code and pretrained models will be released at https://github.com/MiliLab/RoMA.
APLA: A Simple Adaptation Method for Vision Transformers
Existing adaptation techniques typically require architectural modifications or added parameters, leading to high computational costs and complexity. We introduce Attention Projection Layer Adaptation (APLA), a simple approach to adapt vision transformers (ViTs) without altering the architecture or adding parameters. Through a systematic analysis, we find that the layer immediately after the attention mechanism is crucial for adaptation. By updating only this projection layer, or even just a random subset of this layer's weights, APLA achieves state-of-the-art performance while reducing GPU memory usage by up to 52.63% and training time by up to 43.0%, with no extra cost at inference. Across 46 datasets covering a variety of tasks including scene classification, medical imaging, satellite imaging, and fine-grained classification, APLA consistently outperforms 17 other leading adaptation methods, including full fine-tuning, on classification, segmentation, and detection tasks. The code is available at https://github.com/MoeinSorkhei/APLA.
Question Aware Vision Transformer for Multimodal Reasoning
Vision-Language (VL) models have gained significant research focus, enabling remarkable advances in multimodal reasoning. These architectures typically comprise a vision encoder, a Large Language Model (LLM), and a projection module that aligns visual features with the LLM's representation space. Despite their success, a critical limitation persists: the vision encoding process remains decoupled from user queries, often in the form of image-related questions. Consequently, the resulting visual features may not be optimally attuned to the query-specific elements of the image. To address this, we introduce QA-ViT, a Question Aware Vision Transformer approach for multimodal reasoning, which embeds question awareness directly within the vision encoder. This integration results in dynamic visual features focusing on relevant image aspects to the posed question. QA-ViT is model-agnostic and can be incorporated efficiently into any VL architecture. Extensive experiments demonstrate the effectiveness of applying our method to various multimodal architectures, leading to consistent improvement across diverse tasks and showcasing its potential for enhancing visual and scene-text understanding.
Generative Powers of Ten
We present a method that uses a text-to-image model to generate consistent content across multiple image scales, enabling extreme semantic zooms into a scene, e.g., ranging from a wide-angle landscape view of a forest to a macro shot of an insect sitting on one of the tree branches. We achieve this through a joint multi-scale diffusion sampling approach that encourages consistency across different scales while preserving the integrity of each individual sampling process. Since each generated scale is guided by a different text prompt, our method enables deeper levels of zoom than traditional super-resolution methods that may struggle to create new contextual structure at vastly different scales. We compare our method qualitatively with alternative techniques in image super-resolution and outpainting, and show that our method is most effective at generating consistent multi-scale content.
MotionFlow: Attention-Driven Motion Transfer in Video Diffusion Models
Text-to-video models have demonstrated impressive capabilities in producing diverse and captivating video content, showcasing a notable advancement in generative AI. However, these models generally lack fine-grained control over motion patterns, limiting their practical applicability. We introduce MotionFlow, a novel framework designed for motion transfer in video diffusion models. Our method utilizes cross-attention maps to accurately capture and manipulate spatial and temporal dynamics, enabling seamless motion transfers across various contexts. Our approach does not require training and works on test-time by leveraging the inherent capabilities of pre-trained video diffusion models. In contrast to traditional approaches, which struggle with comprehensive scene changes while maintaining consistent motion, MotionFlow successfully handles such complex transformations through its attention-based mechanism. Our qualitative and quantitative experiments demonstrate that MotionFlow significantly outperforms existing models in both fidelity and versatility even during drastic scene alterations.
Large Spatial Model: End-to-end Unposed Images to Semantic 3D
Reconstructing and understanding 3D structures from a limited number of images is a well-established problem in computer vision. Traditional methods usually break this task into multiple subtasks, each requiring complex transformations between different data representations. For instance, dense reconstruction through Structure-from-Motion (SfM) involves converting images into key points, optimizing camera parameters, and estimating structures. Afterward, accurate sparse reconstructions are required for further dense modeling, which is subsequently fed into task-specific neural networks. This multi-step process results in considerable processing time and increased engineering complexity. In this work, we present the Large Spatial Model (LSM), which processes unposed RGB images directly into semantic radiance fields. LSM simultaneously estimates geometry, appearance, and semantics in a single feed-forward operation, and it can generate versatile label maps by interacting with language at novel viewpoints. Leveraging a Transformer-based architecture, LSM integrates global geometry through pixel-aligned point maps. To enhance spatial attribute regression, we incorporate local context aggregation with multi-scale fusion, improving the accuracy of fine local details. To tackle the scarcity of labeled 3D semantic data and enable natural language-driven scene manipulation, we incorporate a pre-trained 2D language-based segmentation model into a 3D-consistent semantic feature field. An efficient decoder then parameterizes a set of semantic anisotropic Gaussians, facilitating supervised end-to-end learning. Extensive experiments across various tasks show that LSM unifies multiple 3D vision tasks directly from unposed images, achieving real-time semantic 3D reconstruction for the first time.
EvoWorld: Evolving Panoramic World Generation with Explicit 3D Memory
Humans possess a remarkable ability to mentally explore and replay 3D environments they have previously experienced. Inspired by this mental process, we present EvoWorld: a world model that bridges panoramic video generation with evolving 3D memory to enable spatially consistent long-horizon exploration. Given a single panoramic image as input, EvoWorld first generates future video frames by leveraging a video generator with fine-grained view control, then evolves the scene's 3D reconstruction using a feedforward plug-and-play transformer, and finally synthesizes futures by conditioning on geometric reprojections from this evolving explicit 3D memory. Unlike prior state-of-the-arts that synthesize videos only, our key insight lies in exploiting this evolving 3D reconstruction as explicit spatial guidance for the video generation process, projecting the reconstructed geometry onto target viewpoints to provide rich spatial cues that significantly enhance both visual realism and geometric consistency. To evaluate long-range exploration capabilities, we introduce the first comprehensive benchmark spanning synthetic outdoor environments, Habitat indoor scenes, and challenging real-world scenarios, with particular emphasis on loop-closure detection and spatial coherence over extended trajectories. Extensive experiments demonstrate that our evolving 3D memory substantially improves visual fidelity and maintains spatial scene coherence compared to existing approaches, representing a significant advance toward long-horizon spatially consistent world modeling.
MapAnything: Universal Feed-Forward Metric 3D Reconstruction
We introduce MapAnything, a unified transformer-based feed-forward model that ingests one or more images along with optional geometric inputs such as camera intrinsics, poses, depth, or partial reconstructions, and then directly regresses the metric 3D scene geometry and cameras. MapAnything leverages a factored representation of multi-view scene geometry, i.e., a collection of depth maps, local ray maps, camera poses, and a metric scale factor that effectively upgrades local reconstructions into a globally consistent metric frame. Standardizing the supervision and training across diverse datasets, along with flexible input augmentation, enables MapAnything to address a broad range of 3D vision tasks in a single feed-forward pass, including uncalibrated structure-from-motion, calibrated multi-view stereo, monocular depth estimation, camera localization, depth completion, and more. We provide extensive experimental analyses and model ablations demonstrating that MapAnything outperforms or matches specialist feed-forward models while offering more efficient joint training behavior, thus paving the way toward a universal 3D reconstruction backbone.
SAGOnline: Segment Any Gaussians Online
3D Gaussian Splatting (3DGS) has emerged as a powerful paradigm for explicit 3D scene representation, yet achieving efficient and consistent 3D segmentation remains challenging. Current methods suffer from prohibitive computational costs, limited 3D spatial reasoning, and an inability to track multiple objects simultaneously. We present Segment Any Gaussians Online (SAGOnline), a lightweight and zero-shot framework for real-time 3D segmentation in Gaussian scenes that addresses these limitations through two key innovations: (1) a decoupled strategy that integrates video foundation models (e.g., SAM2) for view-consistent 2D mask propagation across synthesized views; and (2) a GPU-accelerated 3D mask generation and Gaussian-level instance labeling algorithm that assigns unique identifiers to 3D primitives, enabling lossless multi-object tracking and segmentation across views. SAGOnline achieves state-of-the-art performance on NVOS (92.7% mIoU) and Spin-NeRF (95.2% mIoU) benchmarks, outperforming Feature3DGS, OmniSeg3D-gs, and SA3D by 15--1500 times in inference speed (27 ms/frame). Qualitative results demonstrate robust multi-object segmentation and tracking in complex scenes. Our contributions include: (i) a lightweight and zero-shot framework for 3D segmentation in Gaussian scenes, (ii) explicit labeling of Gaussian primitives enabling simultaneous segmentation and tracking, and (iii) the effective adaptation of 2D video foundation models to the 3D domain. This work allows real-time rendering and 3D scene understanding, paving the way for practical AR/VR and robotic applications.
SPIn-NeRF: Multiview Segmentation and Perceptual Inpainting with Neural Radiance Fields
Neural Radiance Fields (NeRFs) have emerged as a popular approach for novel view synthesis. While NeRFs are quickly being adapted for a wider set of applications, intuitively editing NeRF scenes is still an open challenge. One important editing task is the removal of unwanted objects from a 3D scene, such that the replaced region is visually plausible and consistent with its context. We refer to this task as 3D inpainting. In 3D, solutions must be both consistent across multiple views and geometrically valid. In this paper, we propose a novel 3D inpainting method that addresses these challenges. Given a small set of posed images and sparse annotations in a single input image, our framework first rapidly obtains a 3D segmentation mask for a target object. Using the mask, a perceptual optimizationbased approach is then introduced that leverages learned 2D image inpainters, distilling their information into 3D space, while ensuring view consistency. We also address the lack of a diverse benchmark for evaluating 3D scene inpainting methods by introducing a dataset comprised of challenging real-world scenes. In particular, our dataset contains views of the same scene with and without a target object, enabling more principled benchmarking of the 3D inpainting task. We first demonstrate the superiority of our approach on multiview segmentation, comparing to NeRFbased methods and 2D segmentation approaches. We then evaluate on the task of 3D inpainting, establishing state-ofthe-art performance against other NeRF manipulation algorithms, as well as a strong 2D image inpainter baseline. Project Page: https://spinnerf3d.github.io
ExtraNeRF: Visibility-Aware View Extrapolation of Neural Radiance Fields with Diffusion Models
We propose ExtraNeRF, a novel method for extrapolating the range of views handled by a Neural Radiance Field (NeRF). Our main idea is to leverage NeRFs to model scene-specific, fine-grained details, while capitalizing on diffusion models to extrapolate beyond our observed data. A key ingredient is to track visibility to determine what portions of the scene have not been observed, and focus on reconstructing those regions consistently with diffusion models. Our primary contributions include a visibility-aware diffusion-based inpainting module that is fine-tuned on the input imagery, yielding an initial NeRF with moderate quality (often blurry) inpainted regions, followed by a second diffusion model trained on the input imagery to consistently enhance, notably sharpen, the inpainted imagery from the first pass. We demonstrate high-quality results, extrapolating beyond a small number of (typically six or fewer) input views, effectively outpainting the NeRF as well as inpainting newly disoccluded regions inside the original viewing volume. We compare with related work both quantitatively and qualitatively and show significant gains over prior art.
GP-GS: Gaussian Processes for Enhanced Gaussian Splatting
3D Gaussian Splatting has emerged as an efficient photorealistic novel view synthesis method. However, its reliance on sparse Structure-from-Motion (SfM) point clouds consistently compromises the scene reconstruction quality. To address these limitations, this paper proposes a novel 3D reconstruction framework Gaussian Processes Gaussian Splatting (GP-GS), where a multi-output Gaussian Process model is developed to achieve adaptive and uncertainty-guided densification of sparse SfM point clouds. Specifically, we propose a dynamic sampling and filtering pipeline that adaptively expands the SfM point clouds by leveraging GP-based predictions to infer new candidate points from the input 2D pixels and depth maps. The pipeline utilizes uncertainty estimates to guide the pruning of high-variance predictions, ensuring geometric consistency and enabling the generation of dense point clouds. The densified point clouds provide high-quality initial 3D Gaussians to enhance reconstruction performance. Extensive experiments conducted on synthetic and real-world datasets across various scales validate the effectiveness and practicality of the proposed framework.
DreamCraft3D: Hierarchical 3D Generation with Bootstrapped Diffusion Prior
We present DreamCraft3D, a hierarchical 3D content generation method that produces high-fidelity and coherent 3D objects. We tackle the problem by leveraging a 2D reference image to guide the stages of geometry sculpting and texture boosting. A central focus of this work is to address the consistency issue that existing works encounter. To sculpt geometries that render coherently, we perform score distillation sampling via a view-dependent diffusion model. This 3D prior, alongside several training strategies, prioritizes the geometry consistency but compromises the texture fidelity. We further propose Bootstrapped Score Distillation to specifically boost the texture. We train a personalized diffusion model, Dreambooth, on the augmented renderings of the scene, imbuing it with 3D knowledge of the scene being optimized. The score distillation from this 3D-aware diffusion prior provides view-consistent guidance for the scene. Notably, through an alternating optimization of the diffusion prior and 3D scene representation, we achieve mutually reinforcing improvements: the optimized 3D scene aids in training the scene-specific diffusion model, which offers increasingly view-consistent guidance for 3D optimization. The optimization is thus bootstrapped and leads to substantial texture boosting. With tailored 3D priors throughout the hierarchical generation, DreamCraft3D generates coherent 3D objects with photorealistic renderings, advancing the state-of-the-art in 3D content generation. Code available at https://github.com/deepseek-ai/DreamCraft3D.
Text2Video-Zero: Text-to-Image Diffusion Models are Zero-Shot Video Generators
Recent text-to-video generation approaches rely on computationally heavy training and require large-scale video datasets. In this paper, we introduce a new task of zero-shot text-to-video generation and propose a low-cost approach (without any training or optimization) by leveraging the power of existing text-to-image synthesis methods (e.g., Stable Diffusion), making them suitable for the video domain. Our key modifications include (i) enriching the latent codes of the generated frames with motion dynamics to keep the global scene and the background time consistent; and (ii) reprogramming frame-level self-attention using a new cross-frame attention of each frame on the first frame, to preserve the context, appearance, and identity of the foreground object. Experiments show that this leads to low overhead, yet high-quality and remarkably consistent video generation. Moreover, our approach is not limited to text-to-video synthesis but is also applicable to other tasks such as conditional and content-specialized video generation, and Video Instruct-Pix2Pix, i.e., instruction-guided video editing. As experiments show, our method performs comparably or sometimes better than recent approaches, despite not being trained on additional video data. Our code will be open sourced at: https://github.com/Picsart-AI-Research/Text2Video-Zero .
RoCo-Sim: Enhancing Roadside Collaborative Perception through Foreground Simulation
Roadside Collaborative Perception refers to a system where multiple roadside units collaborate to pool their perceptual data, assisting vehicles in enhancing their environmental awareness. Existing roadside perception methods concentrate on model design but overlook data issues like calibration errors, sparse information, and multi-view consistency, leading to poor performance on recent published datasets. To significantly enhance roadside collaborative perception and address critical data issues, we present the first simulation framework RoCo-Sim for road-side collaborative perception. RoCo-Sim is capable of generating diverse, multi-view consistent simulated roadside data through dynamic foreground editing and full-scene style transfer of a single image. RoCo-Sim consists of four components: (1) Camera Extrinsic Optimization ensures accurate 3D to 2D projection for roadside cameras; (2) A novel Multi-View Occlusion-Aware Sampler (MOAS) determines the placement of diverse digital assets within 3D space; (3) DepthSAM innovatively models foreground-background relationships from single-frame fixed-view images, ensuring multi-view consistency of foreground; and (4) Scalable Post-Processing Toolkit generates more realistic and enriched scenes through style transfer and other enhancements. RoCo-Sim significantly improves roadside 3D object detection, outperforming SOTA methods by 83.74 on Rcooper-Intersection and 83.12 on TUMTraf-V2X for AP70. RoCo-Sim fills a critical gap in roadside perception simulation. Code and pre-trained models will be released soon: https://github.com/duyuwen-duen/RoCo-Sim
GANeRF: Leveraging Discriminators to Optimize Neural Radiance Fields
Neural Radiance Fields (NeRF) have shown impressive novel view synthesis results; nonetheless, even thorough recordings yield imperfections in reconstructions, for instance due to poorly observed areas or minor lighting changes. Our goal is to mitigate these imperfections from various sources with a joint solution: we take advantage of the ability of generative adversarial networks (GANs) to produce realistic images and use them to enhance realism in 3D scene reconstruction with NeRFs. To this end, we learn the patch distribution of a scene using an adversarial discriminator, which provides feedback to the radiance field reconstruction, thus improving realism in a 3D-consistent fashion. Thereby, rendering artifacts are repaired directly in the underlying 3D representation by imposing multi-view path rendering constraints. In addition, we condition a generator with multi-resolution NeRF renderings which is adversarially trained to further improve rendering quality. We demonstrate that our approach significantly improves rendering quality, e.g., nearly halving LPIPS scores compared to Nerfacto while at the same time improving PSNR by 1.4dB on the advanced indoor scenes of Tanks and Temples.
RoomTex: Texturing Compositional Indoor Scenes via Iterative Inpainting
The advancement of diffusion models has pushed the boundary of text-to-3D object generation. While it is straightforward to composite objects into a scene with reasonable geometry, it is nontrivial to texture such a scene perfectly due to style inconsistency and occlusions between objects. To tackle these problems, we propose a coarse-to-fine 3D scene texturing framework, referred to as RoomTex, to generate high-fidelity and style-consistent textures for untextured compositional scene meshes. In the coarse stage, RoomTex first unwraps the scene mesh to a panoramic depth map and leverages ControlNet to generate a room panorama, which is regarded as the coarse reference to ensure the global texture consistency. In the fine stage, based on the panoramic image and perspective depth maps, RoomTex will refine and texture every single object in the room iteratively along a series of selected camera views, until this object is completely painted. Moreover, we propose to maintain superior alignment between RGB and depth spaces via subtle edge detection methods. Extensive experiments show our method is capable of generating high-quality and diverse room textures, and more importantly, supporting interactive fine-grained texture control and flexible scene editing thanks to our inpainting-based framework and compositional mesh input. Our project page is available at https://qwang666.github.io/RoomTex/.
V2Edit: Versatile Video Diffusion Editor for Videos and 3D Scenes
This paper introduces V^2Edit, a novel training-free framework for instruction-guided video and 3D scene editing. Addressing the critical challenge of balancing original content preservation with editing task fulfillment, our approach employs a progressive strategy that decomposes complex editing tasks into a sequence of simpler subtasks. Each subtask is controlled through three key synergistic mechanisms: the initial noise, noise added at each denoising step, and cross-attention maps between text prompts and video content. This ensures robust preservation of original video elements while effectively applying the desired edits. Beyond its native video editing capability, we extend V^2Edit to 3D scene editing via a "render-edit-reconstruct" process, enabling high-quality, 3D-consistent edits even for tasks involving substantial geometric changes such as object insertion. Extensive experiments demonstrate that our V^2Edit achieves high-quality and successful edits across various challenging video editing tasks and complex 3D scene editing tasks, thereby establishing state-of-the-art performance in both domains.
Weakly Supervised 3D Open-vocabulary Segmentation
Open-vocabulary segmentation of 3D scenes is a fundamental function of human perception and thus a crucial objective in computer vision research. However, this task is heavily impeded by the lack of large-scale and diverse 3D open-vocabulary segmentation datasets for training robust and generalizable models. Distilling knowledge from pre-trained 2D open-vocabulary segmentation models helps but it compromises the open-vocabulary feature as the 2D models are mostly finetuned with close-vocabulary datasets. We tackle the challenges in 3D open-vocabulary segmentation by exploiting pre-trained foundation models CLIP and DINO in a weakly supervised manner. Specifically, given only the open-vocabulary text descriptions of the objects in a scene, we distill the open-vocabulary multimodal knowledge and object reasoning capability of CLIP and DINO into a neural radiance field (NeRF), which effectively lifts 2D features into view-consistent 3D segmentation. A notable aspect of our approach is that it does not require any manual segmentation annotations for either the foundation models or the distillation process. Extensive experiments show that our method even outperforms fully supervised models trained with segmentation annotations in certain scenes, suggesting that 3D open-vocabulary segmentation can be effectively learned from 2D images and text-image pairs. Code is available at https://github.com/Kunhao-Liu/3D-OVS.
Compact 3D Gaussian Splatting for Static and Dynamic Radiance Fields
3D Gaussian splatting (3DGS) has recently emerged as an alternative representation that leverages a 3D Gaussian-based representation and introduces an approximated volumetric rendering, achieving very fast rendering speed and promising image quality. Furthermore, subsequent studies have successfully extended 3DGS to dynamic 3D scenes, demonstrating its wide range of applications. However, a significant drawback arises as 3DGS and its following methods entail a substantial number of Gaussians to maintain the high fidelity of the rendered images, which requires a large amount of memory and storage. To address this critical issue, we place a specific emphasis on two key objectives: reducing the number of Gaussian points without sacrificing performance and compressing the Gaussian attributes, such as view-dependent color and covariance. To this end, we propose a learnable mask strategy that significantly reduces the number of Gaussians while preserving high performance. In addition, we propose a compact but effective representation of view-dependent color by employing a grid-based neural field rather than relying on spherical harmonics. Finally, we learn codebooks to compactly represent the geometric and temporal attributes by residual vector quantization. With model compression techniques such as quantization and entropy coding, we consistently show over 25x reduced storage and enhanced rendering speed compared to 3DGS for static scenes, while maintaining the quality of the scene representation. For dynamic scenes, our approach achieves more than 12x storage efficiency and retains a high-quality reconstruction compared to the existing state-of-the-art methods. Our work provides a comprehensive framework for 3D scene representation, achieving high performance, fast training, compactness, and real-time rendering. Our project page is available at https://maincold2.github.io/c3dgs/.
WorldGrow: Generating Infinite 3D World
We tackle the challenge of generating the infinitely extendable 3D world -- large, continuous environments with coherent geometry and realistic appearance. Existing methods face key challenges: 2D-lifting approaches suffer from geometric and appearance inconsistencies across views, 3D implicit representations are hard to scale up, and current 3D foundation models are mostly object-centric, limiting their applicability to scene-level generation. Our key insight is leveraging strong generation priors from pre-trained 3D models for structured scene block generation. To this end, we propose WorldGrow, a hierarchical framework for unbounded 3D scene synthesis. Our method features three core components: (1) a data curation pipeline that extracts high-quality scene blocks for training, making the 3D structured latent representations suitable for scene generation; (2) a 3D block inpainting mechanism that enables context-aware scene extension; and (3) a coarse-to-fine generation strategy that ensures both global layout plausibility and local geometric/textural fidelity. Evaluated on the large-scale 3D-FRONT dataset, WorldGrow achieves SOTA performance in geometry reconstruction, while uniquely supporting infinite scene generation with photorealistic and structurally consistent outputs. These results highlight its capability for constructing large-scale virtual environments and potential for building future world models.
Photorealistic Object Insertion with Diffusion-Guided Inverse Rendering
The correct insertion of virtual objects in images of real-world scenes requires a deep understanding of the scene's lighting, geometry and materials, as well as the image formation process. While recent large-scale diffusion models have shown strong generative and inpainting capabilities, we find that current models do not sufficiently "understand" the scene shown in a single picture to generate consistent lighting effects (shadows, bright reflections, etc.) while preserving the identity and details of the composited object. We propose using a personalized large diffusion model as guidance to a physically based inverse rendering process. Our method recovers scene lighting and tone-mapping parameters, allowing the photorealistic composition of arbitrary virtual objects in single frames or videos of indoor or outdoor scenes. Our physically based pipeline further enables automatic materials and tone-mapping refinement.
VIST3A: Text-to-3D by Stitching a Multi-view Reconstruction Network to a Video Generator
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.
MotionCraft: Physics-based Zero-Shot Video Generation
Generating videos with realistic and physically plausible motion is one of the main recent challenges in computer vision. While diffusion models are achieving compelling results in image generation, video diffusion models are limited by heavy training and huge models, resulting in videos that are still biased to the training dataset. In this work we propose MotionCraft, a new zero-shot video generator to craft physics-based and realistic videos. MotionCraft is able to warp the noise latent space of an image diffusion model, such as Stable Diffusion, by applying an optical flow derived from a physics simulation. We show that warping the noise latent space results in coherent application of the desired motion while allowing the model to generate missing elements consistent with the scene evolution, which would otherwise result in artefacts or missing content if the flow was applied in the pixel space. We compare our method with the state-of-the-art Text2Video-Zero reporting qualitative and quantitative improvements, demonstrating the effectiveness of our approach to generate videos with finely-prescribed complex motion dynamics. Project page: https://mezzelfo.github.io/MotionCraft/
BRIDGE - Building Reinforcement-Learning Depth-to-Image Data Generation Engine for Monocular Depth Estimation
Monocular Depth Estimation (MDE) is a foundational task for computer vision. Traditional methods are limited by data scarcity and quality, hindering their robustness. To overcome this, we propose BRIDGE, an RL-optimized depth-to-image (D2I) generation framework that synthesizes over 20M realistic and geometrically accurate RGB images, each intrinsically paired with its ground truth depth, from diverse source depth maps. Then we train our depth estimation model on this dataset, employing a hybrid supervision strategy that integrates teacher pseudo-labels with ground truth depth for comprehensive and robust training. This innovative data generation and training paradigm enables BRIDGE to achieve breakthroughs in scale and domain diversity, consistently outperforming existing state-of-the-art approaches quantitatively and in complex scene detail capture, thereby fostering general and robust depth features. Code and models are available at https://dingning-liu.github.io/bridge.github.io/.
AudioBench: A Universal Benchmark for Audio Large Language Models
We introduce AudioBench, a new benchmark designed to evaluate audio large language models (AudioLLMs). AudioBench encompasses 8 distinct tasks and 26 carefully selected or newly curated datasets, focusing on speech understanding, voice interpretation, and audio scene understanding. Despite the rapid advancement of large language models, including multimodal versions, a significant gap exists in comprehensive benchmarks for thoroughly evaluating their capabilities. AudioBench addresses this gap by providing relevant datasets and evaluation metrics. In our study, we evaluated the capabilities of four models across various aspects and found that no single model excels consistently across all tasks. We outline the research outlook for AudioLLMs and anticipate that our open-source code, data, and leaderboard will offer a robust testbed for future model developments.
Dense 2D-3D Indoor Prediction with Sound via Aligned Cross-Modal Distillation
Sound can convey significant information for spatial reasoning in our daily lives. To endow deep networks with such ability, we address the challenge of dense indoor prediction with sound in both 2D and 3D via cross-modal knowledge distillation. In this work, we propose a Spatial Alignment via Matching (SAM) distillation framework that elicits local correspondence between the two modalities in vision-to-audio knowledge transfer. SAM integrates audio features with visually coherent learnable spatial embeddings to resolve inconsistencies in multiple layers of a student model. Our approach does not rely on a specific input representation, allowing for flexibility in the input shapes or dimensions without performance degradation. With a newly curated benchmark named Dense Auditory Prediction of Surroundings (DAPS), we are the first to tackle dense indoor prediction of omnidirectional surroundings in both 2D and 3D with audio observations. Specifically, for audio-based depth estimation, semantic segmentation, and challenging 3D scene reconstruction, the proposed distillation framework consistently achieves state-of-the-art performance across various metrics and backbone architectures.
All You Need Is Boundary: Toward Arbitrary-Shaped Text Spotting
Recently, end-to-end text spotting that aims to detect and recognize text from cluttered images simultaneously has received particularly growing interest in computer vision. Different from the existing approaches that formulate text detection as bounding box extraction or instance segmentation, we localize a set of points on the boundary of each text instance. With the representation of such boundary points, we establish a simple yet effective scheme for end-to-end text spotting, which can read the text of arbitrary shapes. Experiments on three challenging datasets, including ICDAR2015, TotalText and COCO-Text demonstrate that the proposed method consistently surpasses the state-of-the-art in both scene text detection and end-to-end text recognition tasks.
HoloDreamer: Holistic 3D Panoramic World Generation from Text Descriptions
3D scene generation is in high demand across various domains, including virtual reality, gaming, and the film industry. Owing to the powerful generative capabilities of text-to-image diffusion models that provide reliable priors, the creation of 3D scenes using only text prompts has become viable, thereby significantly advancing researches in text-driven 3D scene generation. In order to obtain multiple-view supervision from 2D diffusion models, prevailing methods typically employ the diffusion model to generate an initial local image, followed by iteratively outpainting the local image using diffusion models to gradually generate scenes. Nevertheless, these outpainting-based approaches prone to produce global inconsistent scene generation results without high degree of completeness, restricting their broader applications. To tackle these problems, we introduce HoloDreamer, a framework that first generates high-definition panorama as a holistic initialization of the full 3D scene, then leverage 3D Gaussian Splatting (3D-GS) to quickly reconstruct the 3D scene, thereby facilitating the creation of view-consistent and fully enclosed 3D scenes. Specifically, we propose Stylized Equirectangular Panorama Generation, a pipeline that combines multiple diffusion models to enable stylized and detailed equirectangular panorama generation from complex text prompts. Subsequently, Enhanced Two-Stage Panorama Reconstruction is introduced, conducting a two-stage optimization of 3D-GS to inpaint the missing region and enhance the integrity of the scene. Comprehensive experiments demonstrated that our method outperforms prior works in terms of overall visual consistency and harmony as well as reconstruction quality and rendering robustness when generating fully enclosed scenes.
Hummingbird: High Fidelity Image Generation via Multimodal Context Alignment
While diffusion models are powerful in generating high-quality, diverse synthetic data for object-centric tasks, existing methods struggle with scene-aware tasks such as Visual Question Answering (VQA) and Human-Object Interaction (HOI) Reasoning, where it is critical to preserve scene attributes in generated images consistent with a multimodal context, i.e. a reference image with accompanying text guidance query. To address this, we introduce Hummingbird, the first diffusion-based image generator which, given a multimodal context, generates highly diverse images w.r.t. the reference image while ensuring high fidelity by accurately preserving scene attributes, such as object interactions and spatial relationships from the text guidance. Hummingbird employs a novel Multimodal Context Evaluator that simultaneously optimizes our formulated Global Semantic and Fine-grained Consistency Rewards to ensure generated images preserve the scene attributes of reference images in relation to the text guidance while maintaining diversity. As the first model to address the task of maintaining both diversity and fidelity given a multimodal context, we introduce a new benchmark formulation incorporating MME Perception and Bongard HOI datasets. Benchmark experiments show Hummingbird outperforms all existing methods by achieving superior fidelity while maintaining diversity, validating Hummingbird's potential as a robust multimodal context-aligned image generator in complex visual tasks.
FlipNeRF: Flipped Reflection Rays for Few-shot Novel View Synthesis
Neural Radiance Field (NeRF) has been a mainstream in novel view synthesis with its remarkable quality of rendered images and simple architecture. Although NeRF has been developed in various directions improving continuously its performance, the necessity of a dense set of multi-view images still exists as a stumbling block to progress for practical application. In this work, we propose FlipNeRF, a novel regularization method for few-shot novel view synthesis by utilizing our proposed flipped reflection rays. The flipped reflection rays are explicitly derived from the input ray directions and estimated normal vectors, and play a role of effective additional training rays while enabling to estimate more accurate surface normals and learn the 3D geometry effectively. Since the surface normal and the scene depth are both derived from the estimated densities along a ray, the accurate surface normal leads to more exact depth estimation, which is a key factor for few-shot novel view synthesis. Furthermore, with our proposed Uncertainty-aware Emptiness Loss and Bottleneck Feature Consistency Loss, FlipNeRF is able to estimate more reliable outputs with reducing floating artifacts effectively across the different scene structures, and enhance the feature-level consistency between the pair of the rays cast toward the photo-consistent pixels without any additional feature extractor, respectively. Our FlipNeRF achieves the SOTA performance on the multiple benchmarks across all the scenarios.
Insert Anything: Image Insertion via In-Context Editing in DiT
This work presents Insert Anything, a unified framework for reference-based image insertion that seamlessly integrates objects from reference images into target scenes under flexible, user-specified control guidance. Instead of training separate models for individual tasks, our approach is trained once on our new AnyInsertion dataset--comprising 120K prompt-image pairs covering diverse tasks such as person, object, and garment insertion--and effortlessly generalizes to a wide range of insertion scenarios. Such a challenging setting requires capturing both identity features and fine-grained details, while allowing versatile local adaptations in style, color, and texture. To this end, we propose to leverage the multimodal attention of the Diffusion Transformer (DiT) to support both mask- and text-guided editing. Furthermore, we introduce an in-context editing mechanism that treats the reference image as contextual information, employing two prompting strategies to harmonize the inserted elements with the target scene while faithfully preserving their distinctive features. Extensive experiments on AnyInsertion, DreamBooth, and VTON-HD benchmarks demonstrate that our method consistently outperforms existing alternatives, underscoring its great potential in real-world applications such as creative content generation, virtual try-on, and scene composition.
SceneDecorator: Towards Scene-Oriented Story Generation with Scene Planning and Scene Consistency
Recent text-to-image models have revolutionized image generation, but they still struggle with maintaining concept consistency across generated images. While existing works focus on character consistency, they often overlook the crucial role of scenes in storytelling, which restricts their creativity in practice. This paper introduces scene-oriented story generation, addressing two key challenges: (i) scene planning, where current methods fail to ensure scene-level narrative coherence by relying solely on text descriptions, and (ii) scene consistency, which remains largely unexplored in terms of maintaining scene consistency across multiple stories. We propose SceneDecorator, a training-free framework that employs VLM-Guided Scene Planning to ensure narrative coherence across different scenes in a ``global-to-local'' manner, and Long-Term Scene-Sharing Attention to maintain long-term scene consistency and subject diversity across generated stories. Extensive experiments demonstrate the superior performance of SceneDecorator, highlighting its potential to unleash creativity in the fields of arts, films, and games.
3D Scene Understanding Through Local Random Access Sequence Modeling
3D scene understanding from single images is a pivotal problem in computer vision with numerous downstream applications in graphics, augmented reality, and robotics. While diffusion-based modeling approaches have shown promise, they often struggle to maintain object and scene consistency, especially in complex real-world scenarios. To address these limitations, we propose an autoregressive generative approach called Local Random Access Sequence (LRAS) modeling, which uses local patch quantization and randomly ordered sequence generation. By utilizing optical flow as an intermediate representation for 3D scene editing, our experiments demonstrate that LRAS achieves state-of-the-art novel view synthesis and 3D object manipulation capabilities. Furthermore, we show that our framework naturally extends to self-supervised depth estimation through a simple modification of the sequence design. By achieving strong performance on multiple 3D scene understanding tasks, LRAS provides a unified and effective framework for building the next generation of 3D vision models.
CoNo: Consistency Noise Injection for Tuning-free Long Video Diffusion
Tuning-free long video diffusion has been proposed to generate extended-duration videos with enriched content by reusing the knowledge from pre-trained short video diffusion model without retraining. However, most works overlook the fine-grained long-term video consistency modeling, resulting in limited scene consistency (i.e., unreasonable object or background transitions), especially with multiple text inputs. To mitigate this, we propose the Consistency Noise Injection, dubbed CoNo, which introduces the "look-back" mechanism to enhance the fine-grained scene transition between different video clips, and designs the long-term consistency regularization to eliminate the content shifts when extending video contents through noise prediction. In particular, the "look-back" mechanism breaks the noise scheduling process into three essential parts, where one internal noise prediction part is injected into two video-extending parts, intending to achieve a fine-grained transition between two video clips. The long-term consistency regularization focuses on explicitly minimizing the pixel-wise distance between the predicted noises of the extended video clip and the original one, thereby preventing abrupt scene transitions. Extensive experiments have shown the effectiveness of the above strategies by performing long-video generation under both single- and multi-text prompt conditions. The project has been available in https://wxrui182.github.io/CoNo.github.io/.
3D Scene Graph: A Structure for Unified Semantics, 3D Space, and Camera
A comprehensive semantic understanding of a scene is important for many applications - but in what space should diverse semantic information (e.g., objects, scene categories, material types, texture, etc.) be grounded and what should be its structure? Aspiring to have one unified structure that hosts diverse types of semantics, we follow the Scene Graph paradigm in 3D, generating a 3D Scene Graph. Given a 3D mesh and registered panoramic images, we construct a graph that spans the entire building and includes semantics on objects (e.g., class, material, and other attributes), rooms (e.g., scene category, volume, etc.) and cameras (e.g., location, etc.), as well as the relationships among these entities. However, this process is prohibitively labor heavy if done manually. To alleviate this we devise a semi-automatic framework that employs existing detection methods and enhances them using two main constraints: I. framing of query images sampled on panoramas to maximize the performance of 2D detectors, and II. multi-view consistency enforcement across 2D detections that originate in different camera locations.
RealCam-I2V: Real-World Image-to-Video Generation with Interactive Complex Camera Control
Recent advancements in camera-trajectory-guided image-to-video generation offer higher precision and better support for complex camera control compared to text-based approaches. However, they also introduce significant usability challenges, as users often struggle to provide precise camera parameters when working with arbitrary real-world images without knowledge of their depth nor scene scale. To address these real-world application issues, we propose RealCam-I2V, a novel diffusion-based video generation framework that integrates monocular metric depth estimation to establish 3D scene reconstruction in a preprocessing step. During training, the reconstructed 3D scene enables scaling camera parameters from relative to absolute values, ensuring compatibility and scale consistency across diverse real-world images. In inference, RealCam-I2V offers an intuitive interface where users can precisely draw camera trajectories by dragging within the 3D scene. To further enhance precise camera control and scene consistency, we propose scene-constrained noise shaping, which shapes high-level noise and also allows the framework to maintain dynamic, coherent video generation in lower noise stages. RealCam-I2V achieves significant improvements in controllability and video quality on the RealEstate10K and out-of-domain images. We further enables applications like camera-controlled looping video generation and generative frame interpolation. We will release our absolute-scale annotation, codes, and all checkpoints. Please see dynamic results in https://zgctroy.github.io/RealCam-I2V.
Enhancing NeRF akin to Enhancing LLMs: Generalizable NeRF Transformer with Mixture-of-View-Experts
Cross-scene generalizable NeRF models, which can directly synthesize novel views of unseen scenes, have become a new spotlight of the NeRF field. Several existing attempts rely on increasingly end-to-end "neuralized" architectures, i.e., replacing scene representation and/or rendering modules with performant neural networks such as transformers, and turning novel view synthesis into a feed-forward inference pipeline. While those feedforward "neuralized" architectures still do not fit diverse scenes well out of the box, we propose to bridge them with the powerful Mixture-of-Experts (MoE) idea from large language models (LLMs), which has demonstrated superior generalization ability by balancing between larger overall model capacity and flexible per-instance specialization. Starting from a recent generalizable NeRF architecture called GNT, we first demonstrate that MoE can be neatly plugged in to enhance the model. We further customize a shared permanent expert and a geometry-aware consistency loss to enforce cross-scene consistency and spatial smoothness respectively, which are essential for generalizable view synthesis. Our proposed model, dubbed GNT with Mixture-of-View-Experts (GNT-MOVE), has experimentally shown state-of-the-art results when transferring to unseen scenes, indicating remarkably better cross-scene generalization in both zero-shot and few-shot settings. Our codes are available at https://github.com/VITA-Group/GNT-MOVE.
Video World Models with Long-term Spatial Memory
Emerging world models autoregressively generate video frames in response to actions, such as camera movements and text prompts, among other control signals. Due to limited temporal context window sizes, these models often struggle to maintain scene consistency during revisits, leading to severe forgetting of previously generated environments. Inspired by the mechanisms of human memory, we introduce a novel framework to enhancing long-term consistency of video world models through a geometry-grounded long-term spatial memory. Our framework includes mechanisms to store and retrieve information from the long-term spatial memory and we curate custom datasets to train and evaluate world models with explicitly stored 3D memory mechanisms. Our evaluations show improved quality, consistency, and context length compared to relevant baselines, paving the way towards long-term consistent world generation.
Splatfacto-W: A Nerfstudio Implementation of Gaussian Splatting for Unconstrained Photo Collections
Novel view synthesis from unconstrained in-the-wild image collections remains a significant yet challenging task due to photometric variations and transient occluders that complicate accurate scene reconstruction. Previous methods have approached these issues by integrating per-image appearance features embeddings in Neural Radiance Fields (NeRFs). Although 3D Gaussian Splatting (3DGS) offers faster training and real-time rendering, adapting it for unconstrained image collections is non-trivial due to the substantially different architecture. In this paper, we introduce Splatfacto-W, an approach that integrates per-Gaussian neural color features and per-image appearance embeddings into the rasterization process, along with a spherical harmonics-based background model to represent varying photometric appearances and better depict backgrounds. Our key contributions include latent appearance modeling, efficient transient object handling, and precise background modeling. Splatfacto-W delivers high-quality, real-time novel view synthesis with improved scene consistency in in-the-wild scenarios. Our method improves the Peak Signal-to-Noise Ratio (PSNR) by an average of 5.3 dB compared to 3DGS, enhances training speed by 150 times compared to NeRF-based methods, and achieves a similar rendering speed to 3DGS. Additional video results and code integrated into Nerfstudio are available at https://kevinxu02.github.io/splatfactow/.
PrimeComposer: Faster Progressively Combined Diffusion for Image Composition with Attention Steering
Image composition involves seamlessly integrating given objects into a specific visual context. Current training-free methods rely on composing attention weights from several samplers to guide the generator. However, since these weights are derived from disparate contexts, their combination leads to coherence confusion and loss of appearance information. These issues worsen with their excessive focus on background generation, even when unnecessary in this task. This not only impedes their swift implementation but also compromises foreground generation quality. Moreover, these methods introduce unwanted artifacts in the transition area. In this paper, we formulate image composition as a subject-based local editing task, solely focusing on foreground generation. At each step, the edited foreground is combined with the noisy background to maintain scene consistency. To address the remaining issues, we propose PrimeComposer, a faster training-free diffuser that composites the images by well-designed attention steering across different noise levels. This steering is predominantly achieved by our Correlation Diffuser, utilizing its self-attention layers at each step. Within these layers, the synthesized subject interacts with both the referenced object and background, capturing intricate details and coherent relationships. This prior information is encoded into the attention weights, which are then integrated into the self-attention layers of the generator to guide the synthesis process. Besides, we introduce a Region-constrained Cross-Attention to confine the impact of specific subject-related tokens to desired regions, addressing the unwanted artifacts shown in the prior method thereby further improving the coherence in the transition area. Our method exhibits the fastest inference efficiency and extensive experiments demonstrate our superiority both qualitatively and quantitatively.
PlayerOne: Egocentric World Simulator
We introduce PlayerOne, the first egocentric realistic world simulator, facilitating immersive and unrestricted exploration within vividly dynamic environments. Given an egocentric scene image from the user, PlayerOne can accurately construct the corresponding world and generate egocentric videos that are strictly aligned with the real scene human motion of the user captured by an exocentric camera. PlayerOne is trained in a coarse-to-fine pipeline that first performs pretraining on large-scale egocentric text-video pairs for coarse-level egocentric understanding, followed by finetuning on synchronous motion-video data extracted from egocentric-exocentric video datasets with our automatic construction pipeline. Besides, considering the varying importance of different components, we design a part-disentangled motion injection scheme, enabling precise control of part-level movements. In addition, we devise a joint reconstruction framework that progressively models both the 4D scene and video frames, ensuring scene consistency in the long-form video generation. Experimental results demonstrate its great generalization ability in precise control of varying human movements and worldconsistent modeling of diverse scenarios. It marks the first endeavor into egocentric real-world simulation and can pave the way for the community to delve into fresh frontiers of world modeling and its diverse applications.
Ming-Flash-Omni: A Sparse, Unified Architecture for Multimodal Perception and Generation
We propose Ming-Flash-Omni, an upgraded version of Ming-Omni, built upon a sparser Mixture-of-Experts (MoE) variant of Ling-Flash-2.0 with 100 billion total parameters, of which only 6.1 billion are active per token. This architecture enables highly efficient scaling (dramatically improving computational efficiency while significantly expanding model capacity) and empowers stronger unified multimodal intelligence across vision, speech, and language, representing a key step toward Artificial General Intelligence (AGI). Compared to its predecessor, the upgraded version exhibits substantial improvements across multimodal understanding and generation. We significantly advance speech recognition capabilities, achieving state-of-the-art performance in contextual ASR and highly competitive results in dialect-aware ASR. In image generation, Ming-Flash-Omni introduces high-fidelity text rendering and demonstrates marked gains in scene consistency and identity preservation during image editing. Furthermore, Ming-Flash-Omni introduces generative segmentation, a capability that not only achieves strong standalone segmentation performance but also enhances spatial control in image generation and improves editing consistency. Notably, Ming-Flash-Omni achieves state-of-the-art results in text-to-image generation and generative segmentation, and sets new records on all 12 contextual ASR benchmarks, all within a single unified architecture.
ObjectComposer: Consistent Generation of Multiple Objects Without Fine-tuning
Recent text-to-image generative models can generate high-fidelity images from text prompts. However, these models struggle to consistently generate the same objects in different contexts with the same appearance. Consistent object generation is important to many downstream tasks like generating comic book illustrations with consistent characters and setting. Numerous approaches attempt to solve this problem by extending the vocabulary of diffusion models through fine-tuning. However, even lightweight fine-tuning approaches can be prohibitively expensive to run at scale and in real-time. We introduce a method called ObjectComposer for generating compositions of multiple objects that resemble user-specified images. Our approach is training-free, leveraging the abilities of preexisting models. We build upon the recent BLIP-Diffusion model, which can generate images of single objects specified by reference images. ObjectComposer enables the consistent generation of compositions containing multiple specific objects simultaneously, all without modifying the weights of the underlying models.
Long-Video Audio Synthesis with Multi-Agent Collaboration
Video-to-audio synthesis, which generates synchronized audio for visual content, critically enhances viewer immersion and narrative coherence in film and interactive media. However, video-to-audio dubbing for long-form content remains an unsolved challenge due to dynamic semantic shifts, temporal misalignment, and the absence of dedicated datasets. While existing methods excel in short videos, they falter in long scenarios (e.g., movies) due to fragmented synthesis and inadequate cross-scene consistency. We propose LVAS-Agent, a novel multi-agent framework that emulates professional dubbing workflows through collaborative role specialization. Our approach decomposes long-video synthesis into four steps including scene segmentation, script generation, sound design and audio synthesis. Central innovations include a discussion-correction mechanism for scene/script refinement and a generation-retrieval loop for temporal-semantic alignment. To enable systematic evaluation, we introduce LVAS-Bench, the first benchmark with 207 professionally curated long videos spanning diverse scenarios. Experiments demonstrate superior audio-visual alignment over baseline methods. Project page: https://lvas-agent.github.io
QVGen: Pushing the Limit of Quantized Video Generative Models
Video diffusion models (DMs) have enabled high-quality video synthesis. Yet, their substantial computational and memory demands pose serious challenges to real-world deployment, even on high-end GPUs. As a commonly adopted solution, quantization has proven notable success in reducing cost for image DMs, while its direct application to video DMs remains ineffective. In this paper, we present QVGen, a novel quantization-aware training (QAT) framework tailored for high-performance and inference-efficient video DMs under extremely low-bit quantization (e.g., 4-bit or below). We begin with a theoretical analysis demonstrating that reducing the gradient norm is essential to facilitate convergence for QAT. To this end, we introduce auxiliary modules (Phi) to mitigate large quantization errors, leading to significantly enhanced convergence. To eliminate the inference overhead of Phi, we propose a rank-decay strategy that progressively eliminates Phi. Specifically, we repeatedly employ singular value decomposition (SVD) and a proposed rank-based regularization gamma to identify and decay low-contributing components. This strategy retains performance while zeroing out inference overhead. Extensive experiments across 4 state-of-the-art (SOTA) video DMs, with parameter sizes ranging from 1.3B sim14B, show that QVGen is the first to reach full-precision comparable quality under 4-bit settings. Moreover, it significantly outperforms existing methods. For instance, our 3-bit CogVideoX-2B achieves improvements of +25.28 in Dynamic Degree and +8.43 in Scene Consistency on VBench.
FRNet: Frustum-Range Networks for Scalable LiDAR Segmentation
LiDAR segmentation has become a crucial component in advanced autonomous driving systems. Recent range-view LiDAR segmentation approaches show promise for real-time processing. However, they inevitably suffer from corrupted contextual information and rely heavily on post-processing techniques for prediction refinement. In this work, we propose FRNet, a simple yet powerful method aimed at restoring the contextual information of range image pixels using corresponding frustum LiDAR points. Firstly, a frustum feature encoder module is used to extract per-point features within the frustum region, which preserves scene consistency and is crucial for point-level predictions. Next, a frustum-point fusion module is introduced to update per-point features hierarchically, enabling each point to extract more surrounding information via the frustum features. Finally, a head fusion module is used to fuse features at different levels for final semantic prediction. Extensive experiments conducted on four popular LiDAR segmentation benchmarks under various task setups demonstrate the superiority of FRNet. Notably, FRNet achieves 73.3% and 82.5% mIoU scores on the testing sets of SemanticKITTI and nuScenes. While achieving competitive performance, FRNet operates 5 times faster than state-of-the-art approaches. Such high efficiency opens up new possibilities for more scalable LiDAR segmentation. The code has been made publicly available at https://github.com/Xiangxu-0103/FRNet.
Consolidating Attention Features for Multi-view Image Editing
Large-scale text-to-image models enable a wide range of image editing techniques, using text prompts or even spatial controls. However, applying these editing methods to multi-view images depicting a single scene leads to 3D-inconsistent results. In this work, we focus on spatial control-based geometric manipulations and introduce a method to consolidate the editing process across various views. We build on two insights: (1) maintaining consistent features throughout the generative process helps attain consistency in multi-view editing, and (2) the queries in self-attention layers significantly influence the image structure. Hence, we propose to improve the geometric consistency of the edited images by enforcing the consistency of the queries. To do so, we introduce QNeRF, a neural radiance field trained on the internal query features of the edited images. Once trained, QNeRF can render 3D-consistent queries, which are then softly injected back into the self-attention layers during generation, greatly improving multi-view consistency. We refine the process through a progressive, iterative method that better consolidates queries across the diffusion timesteps. We compare our method to a range of existing techniques and demonstrate that it can achieve better multi-view consistency and higher fidelity to the input scene. These advantages allow us to train NeRFs with fewer visual artifacts, that are better aligned with the target geometry.
Consistency-diversity-realism Pareto fronts of conditional image generative models
Building world models that accurately and comprehensively represent the real world is the utmost aspiration for conditional image generative models as it would enable their use as world simulators. For these models to be successful world models, they should not only excel at image quality and prompt-image consistency but also ensure high representation diversity. However, current research in generative models mostly focuses on creative applications that are predominantly concerned with human preferences of image quality and aesthetics. We note that generative models have inference time mechanisms - or knobs - that allow the control of generation consistency, quality, and diversity. In this paper, we use state-of-the-art text-to-image and image-and-text-to-image models and their knobs to draw consistency-diversity-realism Pareto fronts that provide a holistic view on consistency-diversity-realism multi-objective. Our experiments suggest that realism and consistency can both be improved simultaneously; however there exists a clear tradeoff between realism/consistency and diversity. By looking at Pareto optimal points, we note that earlier models are better at representation diversity and worse in consistency/realism, and more recent models excel in consistency/realism while decreasing significantly the representation diversity. By computing Pareto fronts on a geodiverse dataset, we find that the first version of latent diffusion models tends to perform better than more recent models in all axes of evaluation, and there exist pronounced consistency-diversity-realism disparities between geographical regions. Overall, our analysis clearly shows that there is no best model and the choice of model should be determined by the downstream application. With this analysis, we invite the research community to consider Pareto fronts as an analytical tool to measure progress towards world models.
Exposing and Addressing Cross-Task Inconsistency in Unified Vision-Language Models
As general purpose vision models get increasingly effective at a wide set of tasks, it is imperative that they be consistent across the tasks they support. Inconsistent AI models are considered brittle and untrustworthy by human users and are more challenging to incorporate into larger systems that take dependencies on their outputs. Measuring consistency between very heterogeneous tasks that might include outputs in different modalities is challenging since it is difficult to determine if the predictions are consistent with one another. As a solution, we introduce a benchmark dataset, COCOCON, where we use contrast sets created by modifying test instances for multiple tasks in small but semantically meaningful ways to change the gold label, and outline metrics for measuring if a model is consistent by ranking the original and perturbed instances across tasks. We find that state-of-the-art systems suffer from a surprisingly high degree of inconsistent behavior across tasks, especially for more heterogeneous tasks. Finally, we propose using a rank correlation-based auxiliary objective computed over large automatically created cross-task contrast sets to improve the multi-task consistency of large unified models, while retaining their original accuracy on downstream tasks. Project website available at https://adymaharana.github.io/cococon/
Synthesizing Consistent Novel Views via 3D Epipolar Attention without Re-Training
Large diffusion models demonstrate remarkable zero-shot capabilities in novel view synthesis from a single image. However, these models often face challenges in maintaining consistency across novel and reference views. A crucial factor leading to this issue is the limited utilization of contextual information from reference views. Specifically, when there is an overlap in the viewing frustum between two views, it is essential to ensure that the corresponding regions maintain consistency in both geometry and appearance. This observation leads to a simple yet effective approach, where we propose to use epipolar geometry to locate and retrieve overlapping information from the input view. This information is then incorporated into the generation of target views, eliminating the need for training or fine-tuning, as the process requires no learnable parameters. Furthermore, to enhance the overall consistency of generated views, we extend the utilization of epipolar attention to a multi-view setting, allowing retrieval of overlapping information from the input view and other target views. Qualitative and quantitative experimental results demonstrate the effectiveness of our method in significantly improving the consistency of synthesized views without the need for any fine-tuning. Moreover, This enhancement also boosts the performance of downstream applications such as 3D reconstruction. The code is available at https://github.com/botaoye/ConsisSyn.
SceneTex: High-Quality Texture Synthesis for Indoor Scenes via Diffusion Priors
We propose SceneTex, a novel method for effectively generating high-quality and style-consistent textures for indoor scenes using depth-to-image diffusion priors. Unlike previous methods that either iteratively warp 2D views onto a mesh surface or distillate diffusion latent features without accurate geometric and style cues, SceneTex formulates the texture synthesis task as an optimization problem in the RGB space where style and geometry consistency are properly reflected. At its core, SceneTex proposes a multiresolution texture field to implicitly encode the mesh appearance. We optimize the target texture via a score-distillation-based objective function in respective RGB renderings. To further secure the style consistency across views, we introduce a cross-attention decoder to predict the RGB values by cross-attending to the pre-sampled reference locations in each instance. SceneTex enables various and accurate texture synthesis for 3D-FRONT scenes, demonstrating significant improvements in visual quality and prompt fidelity over the prior texture generation methods.
What Makes a Scene ? Scene Graph-based Evaluation and Feedback for Controllable Generation
While text-to-image generation has been extensively studied, generating images from scene graphs remains relatively underexplored, primarily due to challenges in accurately modeling spatial relationships and object interactions. To fill this gap, we introduce Scene-Bench, a comprehensive benchmark designed to evaluate and enhance the factual consistency in generating natural scenes. Scene-Bench comprises MegaSG, a large-scale dataset of one million images annotated with scene graphs, facilitating the training and fair comparison of models across diverse and complex scenes. Additionally, we propose SGScore, a novel evaluation metric that leverages chain-of-thought reasoning capabilities of multimodal large language models (LLMs) to assess both object presence and relationship accuracy, offering a more effective measure of factual consistency than traditional metrics like FID and CLIPScore. Building upon this evaluation framework, we develop a scene graph feedback pipeline that iteratively refines generated images by identifying and correcting discrepancies between the scene graph and the image. Extensive experiments demonstrate that Scene-Bench provides a more comprehensive and effective evaluation framework compared to existing benchmarks, particularly for complex scene generation. Furthermore, our feedback strategy significantly enhances the factual consistency of image generation models, advancing the field of controllable image generation.
v-CLR: View-Consistent Learning for Open-World Instance Segmentation
In this paper, we address the challenging problem of open-world instance segmentation. Existing works have shown that vanilla visual networks are biased toward learning appearance information, \eg texture, to recognize objects. This implicit bias causes the model to fail in detecting novel objects with unseen textures in the open-world setting. To address this challenge, we propose a learning framework, called view-Consistent LeaRning (v-CLR), which aims to enforce the model to learn appearance-invariant representations for robust instance segmentation. In v-CLR, we first introduce additional views for each image, where the texture undergoes significant alterations while preserving the image's underlying structure. We then encourage the model to learn the appearance-invariant representation by enforcing the consistency between object features across different views, for which we obtain class-agnostic object proposals using off-the-shelf unsupervised models that possess strong object-awareness. These proposals enable cross-view object feature matching, greatly reducing the appearance dependency while enhancing the object-awareness. We thoroughly evaluate our method on public benchmarks under both cross-class and cross-dataset settings, achieving state-of-the-art performance. Project page: https://visual-ai.github.io/vclr
Pandora3D: A Comprehensive Framework for High-Quality 3D Shape and Texture Generation
This report presents a comprehensive framework for generating high-quality 3D shapes and textures from diverse input prompts, including single images, multi-view images, and text descriptions. The framework consists of 3D shape generation and texture generation. (1). The 3D shape generation pipeline employs a Variational Autoencoder (VAE) to encode implicit 3D geometries into a latent space and a diffusion network to generate latents conditioned on input prompts, with modifications to enhance model capacity. An alternative Artist-Created Mesh (AM) generation approach is also explored, yielding promising results for simpler geometries. (2). Texture generation involves a multi-stage process starting with frontal images generation followed by multi-view images generation, RGB-to-PBR texture conversion, and high-resolution multi-view texture refinement. A consistency scheduler is plugged into every stage, to enforce pixel-wise consistency among multi-view textures during inference, ensuring seamless integration. The pipeline demonstrates effective handling of diverse input formats, leveraging advanced neural architectures and novel methodologies to produce high-quality 3D content. This report details the system architecture, experimental results, and potential future directions to improve and expand the framework. The source code and pretrained weights are released at: https://github.com/Tencent/Tencent-XR-3DGen.
ConsistI2V: Enhancing Visual Consistency for Image-to-Video Generation
Image-to-video (I2V) generation aims to use the initial frame (alongside a text prompt) to create a video sequence. A grand challenge in I2V generation is to maintain visual consistency throughout the video: existing methods often struggle to preserve the integrity of the subject, background, and style from the first frame, as well as ensure a fluid and logical progression within the video narrative. To mitigate these issues, we propose ConsistI2V, a diffusion-based method to enhance visual consistency for I2V generation. Specifically, we introduce (1) spatiotemporal attention over the first frame to maintain spatial and motion consistency, (2) noise initialization from the low-frequency band of the first frame to enhance layout consistency. These two approaches enable ConsistI2V to generate highly consistent videos. We also extend the proposed approaches to show their potential to improve consistency in auto-regressive long video generation and camera motion control. To verify the effectiveness of our method, we propose I2V-Bench, a comprehensive evaluation benchmark for I2V generation. Our automatic and human evaluation results demonstrate the superiority of ConsistI2V over existing methods.
Improving Editability in Image Generation with Layer-wise Memory
Most real-world image editing tasks require multiple sequential edits to achieve desired results. Current editing approaches, primarily designed for single-object modifications, struggle with sequential editing: especially with maintaining previous edits along with adapting new objects naturally into the existing content. These limitations significantly hinder complex editing scenarios where multiple objects need to be modified while preserving their contextual relationships. We address this fundamental challenge through two key proposals: enabling rough mask inputs that preserve existing content while naturally integrating new elements and supporting consistent editing across multiple modifications. Our framework achieves this through layer-wise memory, which stores latent representations and prompt embeddings from previous edits. We propose Background Consistency Guidance that leverages memorized latents to maintain scene coherence and Multi-Query Disentanglement in cross-attention that ensures natural adaptation to existing content. To evaluate our method, we present a new benchmark dataset incorporating semantic alignment metrics and interactive editing scenarios. Through comprehensive experiments, we demonstrate superior performance in iterative image editing tasks with minimal user effort, requiring only rough masks while maintaining high-quality results throughout multiple editing steps.
Alignment is All You Need: A Training-free Augmentation Strategy for Pose-guided Video Generation
Character animation is a transformative field in computer graphics and vision, enabling dynamic and realistic video animations from static images. Despite advancements, maintaining appearance consistency in animations remains a challenge. Our approach addresses this by introducing a training-free framework that ensures the generated video sequence preserves the reference image's subtleties, such as physique and proportions, through a dual alignment strategy. We decouple skeletal and motion priors from pose information, enabling precise control over animation generation. Our method also improves pixel-level alignment for conditional control from the reference character, enhancing the temporal consistency and visual cohesion of animations. Our method significantly enhances the quality of video generation without the need for large datasets or expensive computational resources.
Chasing Consistency in Text-to-3D Generation from a Single Image
Text-to-3D generation from a single-view image is a popular but challenging task in 3D vision. Although numerous methods have been proposed, existing works still suffer from the inconsistency issues, including 1) semantic inconsistency, 2) geometric inconsistency, and 3) saturation inconsistency, resulting in distorted, overfitted, and over-saturated generations. In light of the above issues, we present Consist3D, a three-stage framework Chasing for semantic-, geometric-, and saturation-Consistent Text-to-3D generation from a single image, in which the first two stages aim to learn parameterized consistency tokens, and the last stage is for optimization. Specifically, the semantic encoding stage learns a token independent of views and estimations, promoting semantic consistency and robustness. Meanwhile, the geometric encoding stage learns another token with comprehensive geometry and reconstruction constraints under novel-view estimations, reducing overfitting and encouraging geometric consistency. Finally, the optimization stage benefits from the semantic and geometric tokens, allowing a low classifier-free guidance scale and therefore preventing oversaturation. Experimental results demonstrate that Consist3D produces more consistent, faithful, and photo-realistic 3D assets compared to previous state-of-the-art methods. Furthermore, Consist3D also allows background and object editing through text prompts.
Generating Long Videos of Dynamic Scenes
We present a video generation model that accurately reproduces object motion, changes in camera viewpoint, and new content that arises over time. Existing video generation methods often fail to produce new content as a function of time while maintaining consistencies expected in real environments, such as plausible dynamics and object persistence. A common failure case is for content to never change due to over-reliance on inductive biases to provide temporal consistency, such as a single latent code that dictates content for the entire video. On the other extreme, without long-term consistency, generated videos may morph unrealistically between different scenes. To address these limitations, we prioritize the time axis by redesigning the temporal latent representation and learning long-term consistency from data by training on longer videos. To this end, we leverage a two-phase training strategy, where we separately train using longer videos at a low resolution and shorter videos at a high resolution. To evaluate the capabilities of our model, we introduce two new benchmark datasets with explicit focus on long-term temporal dynamics.
MEt3R: Measuring Multi-View Consistency in Generated Images
We introduce MEt3R, a metric for multi-view consistency in generated images. Large-scale generative models for multi-view image generation are rapidly advancing the field of 3D inference from sparse observations. However, due to the nature of generative modeling, traditional reconstruction metrics are not suitable to measure the quality of generated outputs and metrics that are independent of the sampling procedure are desperately needed. In this work, we specifically address the aspect of consistency between generated multi-view images, which can be evaluated independently of the specific scene. Our approach uses DUSt3R to obtain dense 3D reconstructions from image pairs in a feed-forward manner, which are used to warp image contents from one view into the other. Then, feature maps of these images are compared to obtain a similarity score that is invariant to view-dependent effects. Using MEt3R, we evaluate the consistency of a large set of previous methods for novel view and video generation, including our open, multi-view latent diffusion model.
Consistent123: One Image to Highly Consistent 3D Asset Using Case-Aware Diffusion Priors
Reconstructing 3D objects from a single image guided by pretrained diffusion models has demonstrated promising outcomes. However, due to utilizing the case-agnostic rigid strategy, their generalization ability to arbitrary cases and the 3D consistency of reconstruction are still poor. In this work, we propose Consistent123, a case-aware two-stage method for highly consistent 3D asset reconstruction from one image with both 2D and 3D diffusion priors. In the first stage, Consistent123 utilizes only 3D structural priors for sufficient geometry exploitation, with a CLIP-based case-aware adaptive detection mechanism embedded within this process. In the second stage, 2D texture priors are introduced and progressively take on a dominant guiding role, delicately sculpting the details of the 3D model. Consistent123 aligns more closely with the evolving trends in guidance requirements, adaptively providing adequate 3D geometric initialization and suitable 2D texture refinement for different objects. Consistent123 can obtain highly 3D-consistent reconstruction and exhibits strong generalization ability across various objects. Qualitative and quantitative experiments show that our method significantly outperforms state-of-the-art image-to-3D methods. See https://Consistent123.github.io for a more comprehensive exploration of our generated 3D assets.
DisCo3D: Distilling Multi-View Consistency for 3D Scene Editing
While diffusion models have demonstrated remarkable progress in 2D image generation and editing, extending these capabilities to 3D editing remains challenging, particularly in maintaining multi-view consistency. Classical approaches typically update 3D representations through iterative refinement based on a single editing view. However, these methods often suffer from slow convergence and blurry artifacts caused by cross-view inconsistencies. Recent methods improve efficiency by propagating 2D editing attention features, yet still exhibit fine-grained inconsistencies and failure modes in complex scenes due to insufficient constraints. To address this, we propose DisCo3D, a novel framework that distills 3D consistency priors into a 2D editor. Our method first fine-tunes a 3D generator using multi-view inputs for scene adaptation, then trains a 2D editor through consistency distillation. The edited multi-view outputs are finally optimized into 3D representations via Gaussian Splatting. Experimental results show DisCo3D achieves stable multi-view consistency and outperforms state-of-the-art methods in editing quality.
Feed-Forward SceneDINO for Unsupervised Semantic Scene Completion
Semantic scene completion (SSC) aims to infer both the 3D geometry and semantics of a scene from single images. In contrast to prior work on SSC that heavily relies on expensive ground-truth annotations, we approach SSC in an unsupervised setting. Our novel method, SceneDINO, adapts techniques from self-supervised representation learning and 2D unsupervised scene understanding to SSC. Our training exclusively utilizes multi-view consistency self-supervision without any form of semantic or geometric ground truth. Given a single input image, SceneDINO infers the 3D geometry and expressive 3D DINO features in a feed-forward manner. Through a novel 3D feature distillation approach, we obtain unsupervised 3D semantics. In both 3D and 2D unsupervised scene understanding, SceneDINO reaches state-of-the-art segmentation accuracy. Linear probing our 3D features matches the segmentation accuracy of a current supervised SSC approach. Additionally, we showcase the domain generalization and multi-view consistency of SceneDINO, taking the first steps towards a strong foundation for single image 3D scene understanding.
Audit & Repair: An Agentic Framework for Consistent Story Visualization in Text-to-Image Diffusion Models
Story visualization has become a popular task where visual scenes are generated to depict a narrative across multiple panels. A central challenge in this setting is maintaining visual consistency, particularly in how characters and objects persist and evolve throughout the story. Despite recent advances in diffusion models, current approaches often fail to preserve key character attributes, leading to incoherent narratives. In this work, we propose a collaborative multi-agent framework that autonomously identifies, corrects, and refines inconsistencies across multi-panel story visualizations. The agents operate in an iterative loop, enabling fine-grained, panel-level updates without re-generating entire sequences. Our framework is model-agnostic and flexibly integrates with a variety of diffusion models, including rectified flow transformers such as Flux and latent diffusion models such as Stable Diffusion. Quantitative and qualitative experiments show that our method outperforms prior approaches in terms of multi-panel consistency.
SimVS: Simulating World Inconsistencies for Robust View Synthesis
Novel-view synthesis techniques achieve impressive results for static scenes but struggle when faced with the inconsistencies inherent to casual capture settings: varying illumination, scene motion, and other unintended effects that are difficult to model explicitly. We present an approach for leveraging generative video models to simulate the inconsistencies in the world that can occur during capture. We use this process, along with existing multi-view datasets, to create synthetic data for training a multi-view harmonization network that is able to reconcile inconsistent observations into a consistent 3D scene. We demonstrate that our world-simulation strategy significantly outperforms traditional augmentation methods in handling real-world scene variations, thereby enabling highly accurate static 3D reconstructions in the presence of a variety of challenging inconsistencies. Project page: https://alextrevithick.github.io/simvs
Cavia: Camera-controllable Multi-view Video Diffusion with View-Integrated Attention
In recent years there have been remarkable breakthroughs in image-to-video generation. However, the 3D consistency and camera controllability of generated frames have remained unsolved. Recent studies have attempted to incorporate camera control into the generation process, but their results are often limited to simple trajectories or lack the ability to generate consistent videos from multiple distinct camera paths for the same scene. To address these limitations, we introduce Cavia, a novel framework for camera-controllable, multi-view video generation, capable of converting an input image into multiple spatiotemporally consistent videos. Our framework extends the spatial and temporal attention modules into view-integrated attention modules, improving both viewpoint and temporal consistency. This flexible design allows for joint training with diverse curated data sources, including scene-level static videos, object-level synthetic multi-view dynamic videos, and real-world monocular dynamic videos. To our best knowledge, Cavia is the first of its kind that allows the user to precisely specify camera motion while obtaining object motion. Extensive experiments demonstrate that Cavia surpasses state-of-the-art methods in terms of geometric consistency and perceptual quality. Project Page: https://ir1d.github.io/Cavia/
VideoMV: Consistent Multi-View Generation Based on Large Video Generative Model
Generating multi-view images based on text or single-image prompts is a critical capability for the creation of 3D content. Two fundamental questions on this topic are what data we use for training and how to ensure multi-view consistency. This paper introduces a novel framework that makes fundamental contributions to both questions. Unlike leveraging images from 2D diffusion models for training, we propose a dense consistent multi-view generation model that is fine-tuned from off-the-shelf video generative models. Images from video generative models are more suitable for multi-view generation because the underlying network architecture that generates them employs a temporal module to enforce frame consistency. Moreover, the video data sets used to train these models are abundant and diverse, leading to a reduced train-finetuning domain gap. To enhance multi-view consistency, we introduce a 3D-Aware Denoising Sampling, which first employs a feed-forward reconstruction module to get an explicit global 3D model, and then adopts a sampling strategy that effectively involves images rendered from the global 3D model into the denoising sampling loop to improve the multi-view consistency of the final images. As a by-product, this module also provides a fast way to create 3D assets represented by 3D Gaussians within a few seconds. Our approach can generate 24 dense views and converges much faster in training than state-of-the-art approaches (4 GPU hours versus many thousand GPU hours) with comparable visual quality and consistency. By further fine-tuning, our approach outperforms existing state-of-the-art methods in both quantitative metrics and visual effects. Our project page is aigc3d.github.io/VideoMV.
Consistent123: Improve Consistency for One Image to 3D Object Synthesis
Large image diffusion models enable novel view synthesis with high quality and excellent zero-shot capability. However, such models based on image-to-image translation have no guarantee of view consistency, limiting the performance for downstream tasks like 3D reconstruction and image-to-3D generation. To empower consistency, we propose Consistent123 to synthesize novel views simultaneously by incorporating additional cross-view attention layers and the shared self-attention mechanism. The proposed attention mechanism improves the interaction across all synthesized views, as well as the alignment between the condition view and novel views. In the sampling stage, such architecture supports simultaneously generating an arbitrary number of views while training at a fixed length. We also introduce a progressive classifier-free guidance strategy to achieve the trade-off between texture and geometry for synthesized object views. Qualitative and quantitative experiments show that Consistent123 outperforms baselines in view consistency by a large margin. Furthermore, we demonstrate a significant improvement of Consistent123 on varying downstream tasks, showing its great potential in the 3D generation field. The project page is available at consistent-123.github.io.
4Real: Towards Photorealistic 4D Scene Generation via Video Diffusion Models
Existing dynamic scene generation methods mostly rely on distilling knowledge from pre-trained 3D generative models, which are typically fine-tuned on synthetic object datasets. As a result, the generated scenes are often object-centric and lack photorealism. To address these limitations, we introduce a novel pipeline designed for photorealistic text-to-4D scene generation, discarding the dependency on multi-view generative models and instead fully utilizing video generative models trained on diverse real-world datasets. Our method begins by generating a reference video using the video generation model. We then learn the canonical 3D representation of the video using a freeze-time video, delicately generated from the reference video. To handle inconsistencies in the freeze-time video, we jointly learn a per-frame deformation to model these imperfections. We then learn the temporal deformation based on the canonical representation to capture dynamic interactions in the reference video. The pipeline facilitates the generation of dynamic scenes with enhanced photorealism and structural integrity, viewable from multiple perspectives, thereby setting a new standard in 4D scene generation.
Subject-Consistent and Pose-Diverse Text-to-Image Generation
Subject-consistent generation (SCG)-aiming to maintain a consistent subject identity across diverse scenes-remains a challenge for text-to-image (T2I) models. Existing training-free SCG methods often achieve consistency at the cost of layout and pose diversity, hindering expressive visual storytelling. To address the limitation, we propose subject-Consistent and pose-Diverse T2I framework, dubbed as CoDi, that enables consistent subject generation with diverse pose and layout. Motivated by the progressive nature of diffusion, where coarse structures emerge early and fine details are refined later, CoDi adopts a two-stage strategy: Identity Transport (IT) and Identity Refinement (IR). IT operates in the early denoising steps, using optimal transport to transfer identity features to each target image in a pose-aware manner. This promotes subject consistency while preserving pose diversity. IR is applied in the later denoising steps, selecting the most salient identity features to further refine subject details. Extensive qualitative and quantitative results on subject consistency, pose diversity, and prompt fidelity demonstrate that CoDi achieves both better visual perception and stronger performance across all metrics. The code is provided in https://github.com/NJU-PCALab/CoDi.
Reference-guided Controllable Inpainting of Neural Radiance Fields
The popularity of Neural Radiance Fields (NeRFs) for view synthesis has led to a desire for NeRF editing tools. Here, we focus on inpainting regions in a view-consistent and controllable manner. In addition to the typical NeRF inputs and masks delineating the unwanted region in each view, we require only a single inpainted view of the scene, i.e., a reference view. We use monocular depth estimators to back-project the inpainted view to the correct 3D positions. Then, via a novel rendering technique, a bilateral solver can construct view-dependent effects in non-reference views, making the inpainted region appear consistent from any view. For non-reference disoccluded regions, which cannot be supervised by the single reference view, we devise a method based on image inpainters to guide both the geometry and appearance. Our approach shows superior performance to NeRF inpainting baselines, with the additional advantage that a user can control the generated scene via a single inpainted image. Project page: https://ashmrz.github.io/reference-guided-3d
Diffusion Priors for Dynamic View Synthesis from Monocular Videos
Dynamic novel view synthesis aims to capture the temporal evolution of visual content within videos. Existing methods struggle to distinguishing between motion and structure, particularly in scenarios where camera poses are either unknown or constrained compared to object motion. Furthermore, with information solely from reference images, it is extremely challenging to hallucinate unseen regions that are occluded or partially observed in the given videos. To address these issues, we first finetune a pretrained RGB-D diffusion model on the video frames using a customization technique. Subsequently, we distill the knowledge from the finetuned model to a 4D representations encompassing both dynamic and static Neural Radiance Fields (NeRF) components. The proposed pipeline achieves geometric consistency while preserving the scene identity. We perform thorough experiments to evaluate the efficacy of the proposed method qualitatively and quantitatively. Our results demonstrate the robustness and utility of our approach in challenging cases, further advancing dynamic novel view synthesis.
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.
Alignment-free HDR Deghosting with Semantics Consistent Transformer
High dynamic range (HDR) imaging aims to retrieve information from multiple low-dynamic range inputs to generate realistic output. The essence is to leverage the contextual information, including both dynamic and static semantics, for better image generation. Existing methods often focus on the spatial misalignment across input frames caused by the foreground and/or camera motion. However, there is no research on jointly leveraging the dynamic and static context in a simultaneous manner. To delve into this problem, we propose a novel alignment-free network with a Semantics Consistent Transformer (SCTNet) with both spatial and channel attention modules in the network. The spatial attention aims to deal with the intra-image correlation to model the dynamic motion, while the channel attention enables the inter-image intertwining to enhance the semantic consistency across frames. Aside from this, we introduce a novel realistic HDR dataset with more variations in foreground objects, environmental factors, and larger motions. Extensive comparisons on both conventional datasets and ours validate the effectiveness of our method, achieving the best trade-off on the performance and the computational cost.
