Topic:Indoor Scene Reconstruction
What is Indoor Scene Reconstruction? Indoor scene reconstruction is the process of creating 3D models of indoor environments from images or videos.
Papers and Code
Jun 23, 2025
Abstract:3D Gaussian splatting has emerged as an expressive scene representation for RGB-D visual SLAM, but its application to large-scale, multi-agent outdoor environments remains unexplored. Multi-agent Gaussian SLAM is a promising approach to rapid exploration and reconstruction of environments, offering scalable environment representations, but existing approaches are limited to small-scale, indoor environments. To that end, we propose Gaussian Reconstruction via Multi-Agent Dense SLAM, or GRAND-SLAM, a collaborative Gaussian splatting SLAM method that integrates i) an implicit tracking module based on local optimization over submaps and ii) an approach to inter- and intra-robot loop closure integrated into a pose-graph optimization framework. Experiments show that GRAND-SLAM provides state-of-the-art tracking performance and 28% higher PSNR than existing methods on the Replica indoor dataset, as well as 91% lower multi-agent tracking error and improved rendering over existing multi-agent methods on the large-scale, outdoor Kimera-Multi dataset.
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Jun 15, 2025
Abstract:Modeling the wireless radiance field (WRF) is fundamental to modern communication systems, enabling key tasks such as localization, sensing, and channel estimation. Traditional approaches, which rely on empirical formulas or physical simulations, often suffer from limited accuracy or require strong scene priors. Recent neural radiance field (NeRF-based) methods improve reconstruction fidelity through differentiable volumetric rendering, but their reliance on computationally expensive multilayer perceptron (MLP) queries hinders real-time deployment. To overcome these challenges, we introduce Gaussian splatting (GS) to the wireless domain, leveraging its efficiency in modeling optical radiance fields to enable compact and accurate WRF reconstruction. Specifically, we propose SwiftWRF, a deformable 2D Gaussian splatting framework that synthesizes WRF spectra at arbitrary positions under single-sided transceiver mobility. SwiftWRF employs CUDA-accelerated rasterization to render spectra at over 100000 fps and uses a lightweight MLP to model the deformation of 2D Gaussians, effectively capturing mobility-induced WRF variations. In addition to novel spectrum synthesis, the efficacy of SwiftWRF is further underscored in its applications in angle-of-arrival (AoA) and received signal strength indicator (RSSI) prediction. Experiments conducted on both real-world and synthetic indoor scenes demonstrate that SwiftWRF can reconstruct WRF spectra up to 500x faster than existing state-of-the-art methods, while significantly enhancing its signal quality. Code and datasets will be released.
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Jun 08, 2025
Abstract:3D Gaussian splatting (3DGS) has demonstrated exceptional performance in image-based 3D reconstruction and real-time rendering. However, regions with complex textures require numerous Gaussians to capture significant color variations accurately, leading to inefficiencies in rendering speed. To address this challenge, we introduce a hybrid representation for indoor scenes that combines 3DGS with textured meshes. Our approach uses textured meshes to handle texture-rich flat areas, while retaining Gaussians to model intricate geometries. The proposed method begins by pruning and refining the extracted mesh to eliminate geometrically complex regions. We then employ a joint optimization for 3DGS and mesh, incorporating a warm-up strategy and transmittance-aware supervision to balance their contributions seamlessly.Extensive experiments demonstrate that the hybrid representation maintains comparable rendering quality and achieves superior frames per second FPS with fewer Gaussian primitives.
* IJCAI-2025
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Jun 16, 2025
Abstract:Recent methods, such as 2D Gaussian Splatting and Gaussian Opacity Fields, have aimed to address the geometric inaccuracies of 3D Gaussian Splatting while retaining its superior rendering quality. However, these approaches still struggle to reconstruct smooth and reliable geometry, particularly in scenes with significant color variation across viewpoints, due to their per-point appearance modeling and single-view optimization constraints. In this paper, we propose an effective multiview geometric regularization strategy that integrates multiview stereo (MVS) depth, RGB, and normal constraints into Gaussian Splatting initialization and optimization. Our key insight is the complementary relationship between MVS-derived depth points and Gaussian Splatting-optimized positions: MVS robustly estimates geometry in regions of high color variation through local patch-based matching and epipolar constraints, whereas Gaussian Splatting provides more reliable and less noisy depth estimates near object boundaries and regions with lower color variation. To leverage this insight, we introduce a median depth-based multiview relative depth loss with uncertainty estimation, effectively integrating MVS depth information into Gaussian Splatting optimization. We also propose an MVS-guided Gaussian Splatting initialization to avoid Gaussians falling into suboptimal positions. Extensive experiments validate that our approach successfully combines these strengths, enhancing both geometric accuracy and rendering quality across diverse indoor and outdoor scenes.
* Accepted to Computer Graphics Forum (EGSR 2025)
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Jun 12, 2025
Abstract:Simultaneous Localization and Mapping (SLAM) has been crucial across various domains, including autonomous driving, mobile robotics, and mixed reality. Dense visual SLAM, leveraging RGB-D camera systems, offers advantages but faces challenges in achieving real-time performance, robustness, and scalability for large-scale scenes. Recent approaches utilizing neural implicit scene representations show promise but suffer from high computational costs and memory requirements. ESLAM introduced a plane-based tensor decomposition but still struggled with memory growth. Addressing these challenges, we propose a more efficient visual SLAM model, called LRSLAM, utilizing low-rank tensor decomposition methods. Our approach, leveraging the Six-axis and CP decompositions, achieves better convergence rates, memory efficiency, and reconstruction/localization quality than existing state-of-the-art approaches. Evaluation across diverse indoor RGB-D datasets demonstrates LRSLAM's superior performance in terms of parameter efficiency, processing time, and accuracy, retaining reconstruction and localization quality. Our code will be publicly available upon publication.
* Accepted at ECCV 2024
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May 27, 2025
Abstract:We propose a novel framework for comprehensive indoor 3D reconstruction using Gaussian representations, called OmniIndoor3D. This framework enables accurate appearance, geometry, and panoptic reconstruction of diverse indoor scenes captured by a consumer-level RGB-D camera. Since 3DGS is primarily optimized for photorealistic rendering, it lacks the precise geometry critical for high-quality panoptic reconstruction. Therefore, OmniIndoor3D first combines multiple RGB-D images to create a coarse 3D reconstruction, which is then used to initialize the 3D Gaussians and guide the 3DGS training. To decouple the optimization conflict between appearance and geometry, we introduce a lightweight MLP that adjusts the geometric properties of 3D Gaussians. The introduced lightweight MLP serves as a low-pass filter for geometry reconstruction and significantly reduces noise in indoor scenes. To improve the distribution of Gaussian primitives, we propose a densification strategy guided by panoptic priors to encourage smoothness on planar surfaces. Through the joint optimization of appearance, geometry, and panoptic reconstruction, OmniIndoor3D provides comprehensive 3D indoor scene understanding, which facilitates accurate and robust robotic navigation. We perform thorough evaluations across multiple datasets, and OmniIndoor3D achieves state-of-the-art results in appearance, geometry, and panoptic reconstruction. We believe our work bridges a critical gap in indoor 3D reconstruction. The code will be released at: https://ucwxb.github.io/OmniIndoor3D/
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Jun 04, 2025
Abstract:In this paper, we investigate the challenges associated with using egocentric devices to photorealistic reconstruct the scene in high dynamic range. Existing methodologies typically assume using frame-rate 6DoF pose estimated from the device's visual-inertial odometry system, which may neglect crucial details necessary for pixel-accurate reconstruction. This study presents two significant findings. Firstly, in contrast to mainstream work treating RGB camera as global shutter frame-rate camera, we emphasize the importance of employing visual-inertial bundle adjustment (VIBA) to calibrate the precise timestamps and movement of the rolling shutter RGB sensing camera in a high frequency trajectory format, which ensures an accurate calibration of the physical properties of the rolling-shutter camera. Secondly, we incorporate a physical image formation model based into Gaussian Splatting, which effectively addresses the sensor characteristics, including the rolling-shutter effect of RGB cameras and the dynamic ranges measured by sensors. Our proposed formulation is applicable to the widely-used variants of Gaussian Splats representation. We conduct a comprehensive evaluation of our pipeline using the open-source Project Aria device under diverse indoor and outdoor lighting conditions, and further validate it on a Meta Quest3 device. Across all experiments, we observe a consistent visual enhancement of +1 dB in PSNR by incorporating VIBA, with an additional +1 dB achieved through our proposed image formation model. Our complete implementation, evaluation datasets, and recording profile are available at http://www.projectaria.com/photoreal-reconstruction/
* Paper accepted to SIGGRAPH Conference Paper 2025
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May 26, 2025
Abstract:High fidelity 3D reconstruction and rendering hinge on capturing precise geometry while preserving photo realistic detail. Most existing methods either fuse these goals into a single cumbersome model or adopt hybrid schemes whose uniform primitives lead to a trade off between efficiency and fidelity. In this paper, we introduce HaloGS, a dual representation that loosely couples coarse triangles for geometry with Gaussian primitives for appearance, motivated by the lightweight classic geometry representations and their proven efficiency in real world applications. Our design yields a compact yet expressive model capable of photo realistic rendering across both indoor and outdoor environments, seamlessly adapting to varying levels of scene complexity. Experiments on multiple benchmark datasets demonstrate that our method yields both compact, accurate geometry and high fidelity renderings, especially in challenging scenarios where robust geometric structure make a clear difference.
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May 08, 2025
Abstract:Surface reconstruction is fundamental to computer vision and graphics, enabling applications in 3D modeling, mixed reality, robotics, and more. Existing approaches based on volumetric rendering obtain promising results, but optimize on a per-scene basis, resulting in a slow optimization that can struggle to model under-observed or textureless regions. We introduce QuickSplat, which learns data-driven priors to generate dense initializations for 2D gaussian splatting optimization of large-scale indoor scenes. This provides a strong starting point for the reconstruction, which accelerates the convergence of the optimization and improves the geometry of flat wall structures. We further learn to jointly estimate the densification and update of the scene parameters during each iteration; our proposed densifier network predicts new Gaussians based on the rendering gradients of existing ones, removing the needs of heuristics for densification. Extensive experiments on large-scale indoor scene reconstruction demonstrate the superiority of our data-driven optimization. Concretely, we accelerate runtime by 8x, while decreasing depth errors by up to 48% in comparison to state of the art methods.
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May 19, 2025
Abstract:Human motion synthesis in complex scenes presents a fundamental challenge, extending beyond conventional Text-to-Motion tasks by requiring the integration of diverse modalities such as static environments, movable objects, natural language prompts, and spatial waypoints. Existing language-conditioned motion models often struggle with scene-aware motion generation due to limitations in motion tokenization, which leads to information loss and fails to capture the continuous, context-dependent nature of 3D human movement. To address these issues, we propose UniHM, a unified motion language model that leverages diffusion-based generation for synthesizing scene-aware human motion. UniHM is the first framework to support both Text-to-Motion and Text-to-Human-Object Interaction (HOI) in complex 3D scenes. Our approach introduces three key contributions: (1) a mixed-motion representation that fuses continuous 6DoF motion with discrete local motion tokens to improve motion realism; (2) a novel Look-Up-Free Quantization VAE (LFQ-VAE) that surpasses traditional VQ-VAEs in both reconstruction accuracy and generative performance; and (3) an enriched version of the Lingo dataset augmented with HumanML3D annotations, providing stronger supervision for scene-specific motion learning. Experimental results demonstrate that UniHM achieves comparative performance on the OMOMO benchmark for text-to-HOI synthesis and yields competitive results on HumanML3D for general text-conditioned motion generation.
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