Abstract:Orienting point clouds is a fundamental problem in computer graphics and 3D vision, with applications in reconstruction, segmentation, and analysis. While significant progress has been made, existing approaches mainly focus on watertight, object-level 3D models. The orientation of large-scale, non-watertight 3D scenes remains an underexplored challenge. To address this gap, we propose DACPO (Divide-And-Conquer Point Orientation), a novel framework that leverages a divide-and-conquer strategy for scalable and robust point cloud orientation. Rather than attempting to orient an unbounded scene at once, DACPO segments the input point cloud into smaller, manageable blocks, processes each block independently, and integrates the results through a global optimization stage. For each block, we introduce a two-step process: estimating initial normal orientations by a randomized greedy method and refining them by an adapted iterative Poisson surface reconstruction. To achieve consistency across blocks, we model inter-block relationships using an an undirected graph, where nodes represent blocks and edges connect spatially adjacent blocks. To reliably evaluate orientation consistency between adjacent blocks, we introduce the concept of the visible connected region, which defines the region over which visibility-based assessments are performed. The global integration is then formulated as a 0-1 integer-constrained optimization problem, with block flip states as binary variables. Despite the combinatorial nature of the problem, DACPO remains scalable by limiting the number of blocks (typically a few hundred for 3D scenes) involved in the optimization. Experiments on benchmark datasets demonstrate DACPO's strong performance, particularly in challenging large-scale, non-watertight scenarios where existing methods often fail. The source code is available at https://github.com/zd-lee/DACPO.
Abstract:We present SplatCo, a structure-view collaborative Gaussian splatting framework for high-fidelity rendering of complex outdoor environments. SplatCo builds upon two novel components: (1) a cross-structure collaboration module that combines global tri-plane representations, which capture coarse scene layouts, with local context grid features that represent fine surface details. This fusion is achieved through a novel hierarchical compensation strategy, ensuring both global consistency and local detail preservation; and (2) a cross-view assisted training strategy that enhances multi-view consistency by synchronizing gradient updates across viewpoints, applying visibility-aware densification, and pruning overfitted or inaccurate Gaussians based on structural consistency. Through joint optimization of structural representation and multi-view coherence, SplatCo effectively reconstructs fine-grained geometric structures and complex textures in large-scale scenes. Comprehensive evaluations on 13 diverse large-scale scenes, including Mill19, MatrixCity, Tanks & Temples, WHU, and custom aerial captures, demonstrate that SplatCo consistently achieves higher reconstruction quality than state-of-the-art methods, with PSNR improvements of 1-2 dB and SSIM gains of 0.1 to 0.2. These results establish a new benchmark for high-fidelity rendering of large-scale unbounded scenes. Code and additional information are available at https://github.com/SCUT-BIP-Lab/SplatCo.
Abstract:The rapid scaling of large language models (LLMs) has unveiled critical limitations in current hardware architectures, including constraints in memory capacity, computational efficiency, and interconnection bandwidth. DeepSeek-V3, trained on 2,048 NVIDIA H800 GPUs, demonstrates how hardware-aware model co-design can effectively address these challenges, enabling cost-efficient training and inference at scale. This paper presents an in-depth analysis of the DeepSeek-V3/R1 model architecture and its AI infrastructure, highlighting key innovations such as Multi-head Latent Attention (MLA) for enhanced memory efficiency, Mixture of Experts (MoE) architectures for optimized computation-communication trade-offs, FP8 mixed-precision training to unlock the full potential of hardware capabilities, and a Multi-Plane Network Topology to minimize cluster-level network overhead. Building on the hardware bottlenecks encountered during DeepSeek-V3's development, we engage in a broader discussion with academic and industry peers on potential future hardware directions, including precise low-precision computation units, scale-up and scale-out convergence, and innovations in low-latency communication fabrics. These insights underscore the critical role of hardware and model co-design in meeting the escalating demands of AI workloads, offering a practical blueprint for innovation in next-generation AI systems.
Abstract:Surface parameterization is a fundamental geometry processing task, laying the foundations for the visual presentation of 3D assets and numerous downstream shape analysis scenarios. Conventional parameterization approaches demand high-quality mesh triangulation and are restricted to certain simple topologies unless additional surface cutting and decomposition are provided. In practice, the optimal configurations (e.g., type of parameterization domains, distribution of cutting seams, number of mapping charts) may vary drastically with different surface structures and task characteristics, thus requiring more flexible and controllable processing pipelines. To this end, this paper introduces FlexPara, an unsupervised neural optimization framework to achieve both global and multi-chart surface parameterizations by establishing point-wise mappings between 3D surface points and adaptively-deformed 2D UV coordinates. We ingeniously design and combine a series of geometrically-interpretable sub-networks, with specific functionalities of cutting, deforming, unwrapping, and wrapping, to construct a bi-directional cycle mapping framework for global parameterization without the need for manually specified cutting seams. Furthermore, we construct a multi-chart parameterization framework with adaptively-learned chart assignment. Extensive experiments demonstrate the universality, superiority, and inspiring potential of our neural surface parameterization paradigm. The code will be publicly available at https://github.com/AidenZhao/FlexPara
Abstract:Novel view synthesis (NVS) and surface reconstruction (SR) are essential tasks in 3D Gaussian Splatting (3D-GS). Despite recent progress, these tasks are often addressed independently, with GS-based rendering methods struggling under diverse light conditions and failing to produce accurate surfaces, while GS-based reconstruction methods frequently compromise rendering quality. This raises a central question: must rendering and reconstruction always involve a trade-off? To address this, we propose MGSR, a 2D/3D Mutual-boosted Gaussian splatting for Surface Reconstruction that enhances both rendering quality and 3D reconstruction accuracy. MGSR introduces two branches--one based on 2D-GS and the other on 3D-GS. The 2D-GS branch excels in surface reconstruction, providing precise geometry information to the 3D-GS branch. Leveraging this geometry, the 3D-GS branch employs a geometry-guided illumination decomposition module that captures reflected and transmitted components, enabling realistic rendering under varied light conditions. Using the transmitted component as supervision, the 2D-GS branch also achieves high-fidelity surface reconstruction. Throughout the optimization process, the 2D-GS and 3D-GS branches undergo alternating optimization, providing mutual supervision. Prior to this, each branch completes an independent warm-up phase, with an early stopping strategy implemented to reduce computational costs. We evaluate MGSR on a diverse set of synthetic and real-world datasets, at both object and scene levels, demonstrating strong performance in rendering and surface reconstruction.
Abstract:Recent advancements in implicit 3D reconstruction methods, e.g., neural rendering fields and Gaussian splatting, have primarily focused on novel view synthesis of static or dynamic objects with continuous motion states. However, these approaches struggle to efficiently model a human-interactive object with n movable parts, requiring 2^n separate models to represent all discrete states. To overcome this limitation, we propose Inter3D, a new benchmark and approach for novel state synthesis of human-interactive objects. We introduce a self-collected dataset featuring commonly encountered interactive objects and a new evaluation pipeline, where only individual part states are observed during training, while part combination states remain unseen. We also propose a strong baseline approach that leverages Space Discrepancy Tensors to efficiently modelling all states of an object. To alleviate the impractical constraints on camera trajectories across training states, we propose a Mutual State Regularization mechanism to enhance the spatial density consistency of movable parts. In addition, we explore two occupancy grid sampling strategies to facilitate training efficiency. We conduct extensive experiments on the proposed benchmark, showcasing the challenges of the task and the superiority of our approach.
Abstract:We present DeepSeek-V3, a strong Mixture-of-Experts (MoE) language model with 671B total parameters with 37B activated for each token. To achieve efficient inference and cost-effective training, DeepSeek-V3 adopts Multi-head Latent Attention (MLA) and DeepSeekMoE architectures, which were thoroughly validated in DeepSeek-V2. Furthermore, DeepSeek-V3 pioneers an auxiliary-loss-free strategy for load balancing and sets a multi-token prediction training objective for stronger performance. We pre-train DeepSeek-V3 on 14.8 trillion diverse and high-quality tokens, followed by Supervised Fine-Tuning and Reinforcement Learning stages to fully harness its capabilities. Comprehensive evaluations reveal that DeepSeek-V3 outperforms other open-source models and achieves performance comparable to leading closed-source models. Despite its excellent performance, DeepSeek-V3 requires only 2.788M H800 GPU hours for its full training. In addition, its training process is remarkably stable. Throughout the entire training process, we did not experience any irrecoverable loss spikes or perform any rollbacks. The model checkpoints are available at https://github.com/deepseek-ai/DeepSeek-V3.
Abstract:Human emotion synthesis is a crucial aspect of affective computing. It involves using computational methods to mimic and convey human emotions through various modalities, with the goal of enabling more natural and effective human-computer interactions. Recent advancements in generative models, such as Autoencoders, Generative Adversarial Networks, Diffusion Models, Large Language Models, and Sequence-to-Sequence Models, have significantly contributed to the development of this field. However, there is a notable lack of comprehensive reviews in this field. To address this problem, this paper aims to address this gap by providing a thorough and systematic overview of recent advancements in human emotion synthesis based on generative models. Specifically, this review will first present the review methodology, the emotion models involved, the mathematical principles of generative models, and the datasets used. Then, the review covers the application of different generative models to emotion synthesis based on a variety of modalities, including facial images, speech, and text. It also examines mainstream evaluation metrics. Additionally, the review presents some major findings and suggests future research directions, providing a comprehensive understanding of the role of generative technology in the nuanced domain of emotion synthesis.
Abstract:Pre-training on large-scale unlabeled datasets contribute to the model achieving powerful performance on 3D vision tasks, especially when annotations are limited. However, existing rendering-based self-supervised frameworks are computationally demanding and memory-intensive during pre-training due to the inherent nature of volume rendering. In this paper, we propose an efficient framework named GS$^3$ to learn point cloud representation, which seamlessly integrates fast 3D Gaussian Splatting into the rendering-based framework. The core idea behind our framework is to pre-train the point cloud encoder by comparing rendered RGB images with real RGB images, as only Gaussian points enriched with learned rich geometric and appearance information can produce high-quality renderings. Specifically, we back-project the input RGB-D images into 3D space and use a point cloud encoder to extract point-wise features. Then, we predict 3D Gaussian points of the scene from the learned point cloud features and uses a tile-based rasterizer for image rendering. Finally, the pre-trained point cloud encoder can be fine-tuned to adapt to various downstream 3D tasks, including high-level perception tasks such as 3D segmentation and detection, as well as low-level tasks such as 3D scene reconstruction. Extensive experiments on downstream tasks demonstrate the strong transferability of the pre-trained point cloud encoder and the effectiveness of our self-supervised learning framework. In addition, our GS$^3$ framework is highly efficient, achieving approximately 9$\times$ pre-training speedup and less than 0.25$\times$ memory cost compared to the previous rendering-based framework Ponder.
Abstract:3D vision-language (VL) reasoning has gained significant attention due to its potential to bridge the 3D physical world with natural language descriptions. Existing approaches typically follow task-specific, highly specialized paradigms. Therefore, these methods focus on a limited range of reasoning sub-tasks and rely heavily on the hand-crafted modules and auxiliary losses. This highlights the need for a simpler, unified and general-purpose model. In this paper, we leverage the inherent connection between 3D scene graphs and natural language, proposing a 3D scene graph-guided vision-language pre-training (VLP) framework. Our approach utilizes modality encoders, graph convolutional layers and cross-attention layers to learn universal representations that adapt to a variety of 3D VL reasoning tasks, thereby eliminating the need for task-specific designs. The pre-training objectives include: 1) Scene graph-guided contrastive learning, which leverages the strong correlation between 3D scene graphs and natural language to align 3D objects with textual features at various fine-grained levels; and 2) Masked modality learning, which uses cross-modality information to reconstruct masked words and 3D objects. Instead of directly reconstructing the 3D point clouds of masked objects, we use position clues to predict their semantic categories. Extensive experiments demonstrate that our pre-training model, when fine-tuned on several downstream tasks, achieves performance comparable to or better than existing methods in tasks such as 3D visual grounding, 3D dense captioning, and 3D question answering.