Abstract:The rapid advancement of Large Multimodal Models (LMMs) for 2D images and videos has motivated extending these models to understand 3D scenes, aiming for human-like visual-spatial intelligence. Nevertheless, achieving deep spatial understanding comparable to human capabilities poses significant challenges in model encoding and data acquisition. Existing methods frequently depend on external depth sensors for geometry capture or utilize off-the-shelf algorithms for pre-constructing 3D maps, thereby limiting their scalability, especially with prevalent monocular video inputs and for time-sensitive applications. In this work, we introduce VLM-3R, a unified framework for Vision-Language Models (VLMs) that incorporates 3D Reconstructive instruction tuning. VLM-3R processes monocular video frames by employing a geometry encoder to derive implicit 3D tokens that represent spatial understanding. Leveraging our Spatial-Visual-View Fusion and over 200K curated 3D reconstructive instruction tuning question-answer (QA) pairs, VLM-3R effectively aligns real-world spatial context with language instructions. This enables monocular 3D spatial assistance and embodied reasoning. To facilitate the evaluation of temporal reasoning, we introduce the Vision-Spatial-Temporal Intelligence benchmark, featuring over 138.6K QA pairs across five distinct tasks focused on evolving spatial relationships. Extensive experiments demonstrate that our model, VLM-3R, not only facilitates robust visual-spatial reasoning but also enables the understanding of temporal 3D context changes, excelling in both accuracy and scalability.
Abstract:3D Gaussian Splatting (3DGS) has emerged as a powerful technique for real-time, high-resolution novel view synthesis. By representing scenes as a mixture of Gaussian primitives, 3DGS leverages GPU rasterization pipelines for efficient rendering and reconstruction. To optimize scene coverage and capture fine details, 3DGS employs a densification algorithm to generate additional points. However, this process often leads to redundant point clouds, resulting in excessive memory usage, slower performance, and substantial storage demands - posing significant challenges for deployment on resource-constrained devices. To address this limitation, we propose a theoretical framework that demystifies and improves density control in 3DGS. Our analysis reveals that splitting is crucial for escaping saddle points. Through an optimization-theoretic approach, we establish the necessary conditions for densification, determine the minimal number of offspring Gaussians, identify the optimal parameter update direction, and provide an analytical solution for normalizing off-spring opacity. Building on these insights, we introduce SteepGS, incorporating steepest density control, a principled strategy that minimizes loss while maintaining a compact point cloud. SteepGS achieves a ~50% reduction in Gaussian points without compromising rendering quality, significantly enhancing both efficiency and scalability.
Abstract:We present Large Inverse Rendering Model (LIRM), a transformer architecture that jointly reconstructs high-quality shape, materials, and radiance fields with view-dependent effects in less than a second. Our model builds upon the recent Large Reconstruction Models (LRMs) that achieve state-of-the-art sparse-view reconstruction quality. However, existing LRMs struggle to reconstruct unseen parts accurately and cannot recover glossy appearance or generate relightable 3D contents that can be consumed by standard Graphics engines. To address these limitations, we make three key technical contributions to build a more practical multi-view 3D reconstruction framework. First, we introduce an update model that allows us to progressively add more input views to improve our reconstruction. Second, we propose a hexa-plane neural SDF representation to better recover detailed textures, geometry and material parameters. Third, we develop a novel neural directional-embedding mechanism to handle view-dependent effects. Trained on a large-scale shape and material dataset with a tailored coarse-to-fine training scheme, our model achieves compelling results. It compares favorably to optimization-based dense-view inverse rendering methods in terms of geometry and relighting accuracy, while requiring only a fraction of the inference time.
Abstract:3D Gaussian Splatting (3DGS) has demonstrated superior quality in modeling 3D objects and scenes. However, generating 3DGS remains challenging due to their discrete, unstructured, and permutation-invariant nature. In this work, we present a simple yet effective method to overcome these challenges. We utilize spherical mapping to transform 3DGS into a structured 2D representation, termed UVGS. UVGS can be viewed as multi-channel images, with feature dimensions as a concatenation of Gaussian attributes such as position, scale, color, opacity, and rotation. We further find that these heterogeneous features can be compressed into a lower-dimensional (e.g., 3-channel) shared feature space using a carefully designed multi-branch network. The compressed UVGS can be treated as typical RGB images. Remarkably, we discover that typical VAEs trained with latent diffusion models can directly generalize to this new representation without additional training. Our novel representation makes it effortless to leverage foundational 2D models, such as diffusion models, to directly model 3DGS. Additionally, one can simply increase the 2D UV resolution to accommodate more Gaussians, making UVGS a scalable solution compared to typical 3D backbones. This approach immediately unlocks various novel generation applications of 3DGS by inherently utilizing the already developed superior 2D generation capabilities. In our experiments, we demonstrate various unconditional, conditional generation, and inpainting applications of 3DGS based on diffusion models, which were previously non-trivial.
Abstract:Efficiently reconstructing accurate 3D models from monocular video is a key challenge in computer vision, critical for advancing applications in virtual reality, robotics, and scene understanding. Existing approaches typically require pre-computed camera parameters and frame-by-frame reconstruction pipelines, which are prone to error accumulation and entail significant computational overhead. To address these limitations, we introduce VideoLifter, a novel framework that leverages geometric priors from a learnable model to incrementally optimize a globally sparse to dense 3D representation directly from video sequences. VideoLifter segments the video sequence into local windows, where it matches and registers frames, constructs consistent fragments, and aligns them hierarchically to produce a unified 3D model. By tracking and propagating sparse point correspondences across frames and fragments, VideoLifter incrementally refines camera poses and 3D structure, minimizing reprojection error for improved accuracy and robustness. This approach significantly accelerates the reconstruction process, reducing training time by over 82% while surpassing current state-of-the-art methods in visual fidelity and computational efficiency.
Abstract:We present a novel approach to mesh shape editing, building on recent progress in 3D reconstruction from multi-view images. We formulate shape editing as a conditional reconstruction problem, where the model must reconstruct the input shape with the exception of a specified 3D region, in which the geometry should be generated from the conditional signal. To this end, we train a conditional Large Reconstruction Model (LRM) for masked reconstruction, using multi-view consistent masks rendered from a randomly generated 3D occlusion, and using one clean viewpoint as the conditional signal. During inference, we manually define a 3D region to edit and provide an edited image from a canonical viewpoint to fill in that region. We demonstrate that, in just a single forward pass, our method not only preserves the input geometry in the unmasked region through reconstruction capabilities on par with SoTA, but is also expressive enough to perform a variety of mesh edits from a single image guidance that past works struggle with, while being 10x faster than the top-performing competing prior work.
Abstract:Recent sparse multi-view scene reconstruction advances like DUSt3R and MASt3R no longer require camera calibration and camera pose estimation. However, they only process a pair of views at a time to infer pixel-aligned pointmaps. When dealing with more than two views, a combinatorial number of error prone pairwise reconstructions are usually followed by an expensive global optimization, which often fails to rectify the pairwise reconstruction errors. To handle more views, reduce errors, and improve inference time, we propose the fast single-stage feed-forward network MV-DUSt3R. At its core are multi-view decoder blocks which exchange information across any number of views while considering one reference view. To make our method robust to reference view selection, we further propose MV-DUSt3R+, which employs cross-reference-view blocks to fuse information across different reference view choices. To further enable novel view synthesis, we extend both by adding and jointly training Gaussian splatting heads. Experiments on multi-view stereo reconstruction, multi-view pose estimation, and novel view synthesis confirm that our methods improve significantly upon prior art. Code will be released.
Abstract:This paper presents a neural architecture MVDiffusion++ for 3D object reconstruction that synthesizes dense and high-resolution views of an object given one or a few images without camera poses. MVDiffusion++ achieves superior flexibility and scalability with two surprisingly simple ideas: 1) A ``pose-free architecture'' where standard self-attention among 2D latent features learns 3D consistency across an arbitrary number of conditional and generation views without explicitly using camera pose information; and 2) A ``view dropout strategy'' that discards a substantial number of output views during training, which reduces the training-time memory footprint and enables dense and high-resolution view synthesis at test time. We use the Objaverse for training and the Google Scanned Objects for evaluation with standard novel view synthesis and 3D reconstruction metrics, where MVDiffusion++ significantly outperforms the current state of the arts. We also demonstrate a text-to-3D application example by combining MVDiffusion++ with a text-to-image generative model.
Abstract: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.
Abstract:Despite the remarkable performance of score distillation in text-to-3D generation, such techniques notoriously suffer from view inconsistency issues, also known as "Janus" artifact, where the generated objects fake each view with multiple front faces. Although empirically effective methods have approached this problem via score debiasing or prompt engineering, a more rigorous perspective to explain and tackle this problem remains elusive. In this paper, we reveal that the existing score distillation-based text-to-3D generation frameworks degenerate to maximal likelihood seeking on each view independently and thus suffer from the mode collapse problem, manifesting as the Janus artifact in practice. To tame mode collapse, we improve score distillation by re-establishing in entropy term in the corresponding variational objective, which is applied to the distribution of rendered images. Maximizing the entropy encourages diversity among different views in generated 3D assets, thereby mitigating the Janus problem. Based on this new objective, we derive a new update rule for 3D score distillation, dubbed Entropic Score Distillation (ESD). We theoretically reveal that ESD can be simplified and implemented by just adopting the classifier-free guidance trick upon variational score distillation. Although embarrassingly straightforward, our extensive experiments successfully demonstrate that ESD can be an effective treatment for Janus artifacts in score distillation.