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Aug 3

FLUX3D: High-Fidelity 3D Gaussian Generation with Diffusion-Aligned Sparse Representation

Sparse voxel representation has emerged as a scalable foundation for image-to-3D Gaussian Splatting (3DGS) generation, yet current methods struggle to preserve high-frequency visual details of input images due to two structural bottlenecks. First, they adopt discriminative 2D features optimized for semantic abstraction to construct sparse voxel latents, which suppress reconstructive cues and induce a representation bottleneck. Second, in the generation stage, standard diffusion transformers lack effective mechanisms to align dense 2D image tokens with sparse 3D voxel latents, resulting in a cross-modal correspondence bottleneck. To address these issues, we propose FLUX3D, a scalable image-to-3DGS framework that boosts both representation learning and cross-modal alignment during generation. We first revisit 2D feature selection for sparse-voxel-based 3D representation learning, propose Diffusion-Aligned Structured Latents (DA-SLAT) and couple it with a decoder-only architecture to improve 3DGS reconstruction fidelity. We also design a sparse-structure-aware diffusion framework, which integrates the Sparse-structure Multimodal Diffusion Transformer (SMDiT) and Modal-Aware Rotary Positional Embedding (MARoPE) to achieve geometry-agnostic 2D-3D alignment. Extensive benchmark experiments demonstrate that FLUX3D yields substantial improvements in appearance fidelity and significantly outperforms all state-of-the-art (SOTA) methods in generating high-quality 3DGS assets.

ByteDance ByteDance
·
Jun 22

CodecSplat: Ultra-Compact Latent Coding for Feed-Forward 3D Gaussian Splatting

While feed-forward 3D Gaussian splatting reconstructs renderable Gaussian primitives from sparse context views without per-scene optimization, existing pipelines do not provide a compact scene representation for storage or transmission. A natural solution is to apply existing 3DGS compression methods to the generated Gaussian primitives. However, this approach operates on the final irregular 3D representation and is decoupled from the internal feature-to-Gaussian generation process, which limits compression efficiency. To address this, we introduce CodecSplat, an ultra-compact latent coding framework for feed-forward 3D Gaussian splatting. CodecSplat first encodes an intermediate 2D Gaussian-generation feature into an entropy-coded scene bitstream. At the decoder, the latent feature is reconstructed and used to predict depth and Gaussian parameters, which are then mapped to 3D Gaussian primitives. Note that, by integrating compression into the feed-forward Gaussian generation pipeline, CodecSplat avoids inefficient compression over irregular 3D Gaussian primitives and allows the codec to exploit the structured intermediate feature representation. We instantiate CodecSplat on a feed-forward Gaussian splatting backbone with depth-guided multi-view feature refinement and a hierarchical learned feature codec. On DL3DV and RealEstate10K datasets, CodecSplat achieves 23.56-26.36 dB and 24.76-27.05 dB PSNR with only 20.00-107.77 KiB and 3.37-12.51 KiB per scene, respectively. This is roughly one order of magnitude smaller than compressing feed-forward generated Gaussian primitives, while preserving controllable rate-distortion behavior.

  • 6 authors
·
May 24

Cog2Gen3D: Sculpturing 3D Semantic-Geometric Cognition for 3D Generation

Generative models have achieved success in producing semantically plausible 2D images, but it remains challenging in 3D generation due to the absence of spatial geometry constraints. Typically, existing methods utilize geometric features as conditions to enhance spatial awareness. However, these methods can only model relative relationships and are prone to scale inconsistency of absolute geometry. Thus, we argue that semantic information and absolute geometry empower 3D cognition, thereby enabling controllable 3D generation for the physical world. In this work, we propose Cog2Gen3D, a 3D cognition-guided diffusion framework for 3D generation. Our model is guided by three key designs: 1) Cognitive Feature Embeddings. We encode different modalities into semantic and geometric representations and further extract logical representations. 2) 3D Latent Cognition Graph. We structure different representations into dual-stream semantic-geometric graphs and fuse them via common-based cross-attention to obtain a 3D cognition graph. 3) Cognition-Guided Latent Diffusion. We leverage the fused 3D cognition graph as the condition to guide the latent diffusion process for 3D Gaussian generation. Under this unified framework, the 3D cognition graph ensures the physical plausibility and structural rationality of 3D generation. Moreover, we construct a validation subset based on the Marble World Labs. Extensive experiments demonstrate that our Cog2Gen3D significantly outperforms existing methods in both semantic fidelity and geometric plausibility.

  • 5 authors
·
Mar 5

PhiP-G: Physics-Guided Text-to-3D Compositional Scene Generation

Text-to-3D asset generation has achieved significant optimization under the supervision of 2D diffusion priors. However, when dealing with compositional scenes, existing methods encounter several challenges: 1). failure to ensure that composite scene layouts comply with physical laws; 2). difficulty in accurately capturing the assets and relationships described in complex scene descriptions; 3). limited autonomous asset generation capabilities among layout approaches leveraging large language models (LLMs). To avoid these compromises, we propose a novel framework for compositional scene generation, PhiP-G, which seamlessly integrates generation techniques with layout guidance based on a world model. Leveraging LLM-based agents, PhiP-G analyzes the complex scene description to generate a scene graph, and integrating a multimodal 2D generation agent and a 3D Gaussian generation method for targeted assets creation. For the stage of layout, PhiP-G employs a physical pool with adhesion capabilities and a visual supervision agent, forming a world model for layout prediction and planning. Extensive experiments demonstrate that PhiP-G significantly enhances the generation quality and physical rationality of the compositional scenes. Notably, PhiP-G attains state-of-the-art (SOTA) performance in CLIP scores, achieves parity with the leading methods in generation quality as measured by the T^3Bench, and improves efficiency by 24x.

  • 4 authors
·
Feb 2, 2025

2Xplat: Two Experts Are Better Than One Generalist

Pose-free feed-forward 3D Gaussian Splatting (3DGS) has opened a new frontier for rapid 3D modeling, enabling high-quality Gaussian representations to be generated from uncalibrated multi-view images in a single forward pass. The dominant approach in this space adopts unified monolithic architectures, often built on geometry-centric 3D foundation models, to jointly estimate camera poses and synthesize 3DGS representations within a single network. While architecturally streamlined, such "all-in-one" designs may be suboptimal for high-fidelity 3DGS generation, as they entangle geometric reasoning and appearance modeling within a shared representation. In this work, we introduce 2Xplat, a pose-free feed-forward 3DGS framework based on a two-expert design that explicitly separates geometry estimation from Gaussian generation. A dedicated geometry expert first predicts camera poses, which are then explicitly passed to a powerful appearance expert that synthesizes 3D Gaussians. Despite its conceptual simplicity, being largely underexplored in prior works, the proposed approach proves highly effective. In fewer than 5K training iterations, the proposed two-experts pipeline substantially outperforms prior pose-free feed-forward 3DGS approaches and achieves performance on par with state-of-the-art posed methods. These results challenge the prevailing unified paradigm and suggest the potential advantages of modular design principles for complex 3D geometric estimation and appearance synthesis tasks.

Light4GS: Lightweight Compact 4D Gaussian Splatting Generation via Context Model

3D Gaussian Splatting (3DGS) has emerged as an efficient and high-fidelity paradigm for novel view synthesis. To adapt 3DGS for dynamic content, deformable 3DGS incorporates temporally deformable primitives with learnable latent embeddings to capture complex motions. Despite its impressive performance, the high-dimensional embeddings and vast number of primitives lead to substantial storage requirements. In this paper, we introduce a Lightweight 4DGS framework, called Light4GS, that employs significance pruning with a deep context model to provide a lightweight storage-efficient dynamic 3DGS representation. The proposed Light4GS is based on 4DGS that is a typical representation of deformable 3DGS. Specifically, our framework is built upon two core components: (1) a spatio-temporal significance pruning strategy that eliminates over 64\% of the deformable primitives, followed by an entropy-constrained spherical harmonics compression applied to the remainder; and (2) a deep context model that integrates intra- and inter-prediction with hyperprior into a coarse-to-fine context structure to enable efficient multiscale latent embedding compression. Our approach achieves over 120x compression and increases rendering FPS up to 20\% compared to the baseline 4DGS, and also superior to frame-wise state-of-the-art 3DGS compression methods, revealing the effectiveness of our Light4GS in terms of both intra- and inter-prediction methods without sacrificing rendering quality.

  • 7 authors
·
Mar 18, 2025

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

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

  • 5 authors
·
Mar 8, 2025

VideoRFSplat: Direct Scene-Level Text-to-3D Gaussian Splatting Generation with Flexible Pose and Multi-View Joint Modeling

We propose VideoRFSplat, a direct text-to-3D model leveraging a video generation model to generate realistic 3D Gaussian Splatting (3DGS) for unbounded real-world scenes. To generate diverse camera poses and unbounded spatial extent of real-world scenes, while ensuring generalization to arbitrary text prompts, previous methods fine-tune 2D generative models to jointly model camera poses and multi-view images. However, these methods suffer from instability when extending 2D generative models to joint modeling due to the modality gap, which necessitates additional models to stabilize training and inference. In this work, we propose an architecture and a sampling strategy to jointly model multi-view images and camera poses when fine-tuning a video generation model. Our core idea is a dual-stream architecture that attaches a dedicated pose generation model alongside a pre-trained video generation model via communication blocks, generating multi-view images and camera poses through separate streams. This design reduces interference between the pose and image modalities. Additionally, we propose an asynchronous sampling strategy that denoises camera poses faster than multi-view images, allowing rapidly denoised poses to condition multi-view generation, reducing mutual ambiguity and enhancing cross-modal consistency. Trained on multiple large-scale real-world datasets (RealEstate10K, MVImgNet, DL3DV-10K, ACID), VideoRFSplat outperforms existing text-to-3D direct generation methods that heavily depend on post-hoc refinement via score distillation sampling, achieving superior results without such refinement.

everex EverEx
·
Mar 20, 2025 2

SplatFlow: Multi-View Rectified Flow Model for 3D Gaussian Splatting Synthesis

Text-based generation and editing of 3D scenes hold significant potential for streamlining content creation through intuitive user interactions. While recent advances leverage 3D Gaussian Splatting (3DGS) for high-fidelity and real-time rendering, existing methods are often specialized and task-focused, lacking a unified framework for both generation and editing. In this paper, we introduce SplatFlow, a comprehensive framework that addresses this gap by enabling direct 3DGS generation and editing. SplatFlow comprises two main components: a multi-view rectified flow (RF) model and a Gaussian Splatting Decoder (GSDecoder). The multi-view RF model operates in latent space, generating multi-view images, depths, and camera poses simultaneously, conditioned on text prompts, thus addressing challenges like diverse scene scales and complex camera trajectories in real-world settings. Then, the GSDecoder efficiently translates these latent outputs into 3DGS representations through a feed-forward 3DGS method. Leveraging training-free inversion and inpainting techniques, SplatFlow enables seamless 3DGS editing and supports a broad range of 3D tasks-including object editing, novel view synthesis, and camera pose estimation-within a unified framework without requiring additional complex pipelines. We validate SplatFlow's capabilities on the MVImgNet and DL3DV-7K datasets, demonstrating its versatility and effectiveness in various 3D generation, editing, and inpainting-based tasks.

  • 6 authors
·
Nov 25, 2024 2

ReconDrive: Fast Feed-Forward 4D Gaussian Splatting for Autonomous Driving Scene Reconstruction

High-fidelity visual reconstruction and novel-view synthesis are essential for realistic closed-loop evaluation in autonomous driving. While 4D Gaussian Splatting (4DGS) offers a promising balance of accuracy and efficiency, existing per-scene optimization methods require costly iterative refinement, rendering them unscalable for extensive urban environments. Conversely, current feed-forward approaches often suffer from degraded photometric quality. To address these limitations, we propose ReconDrive, a feed-forward framework that leverages and extends the 3D foundation model VGGT for rapid, high-fidelity 4DGS generation. Our architecture introduces two core adaptations to tailor the foundation model to dynamic driving scenes: (1) Hybrid Gaussian Prediction Heads, which decouple the regression of spatial coordinates and appearance attributes to overcome the photometric deficiencies inherent in generalized foundation features; and (2) a Static-Dynamic 4D Composition strategy that explicitly captures temporal motion via velocity modeling to represent complex dynamic environments. Benchmarked on nuScenes, ReconDrive significantly outperforms existing feed-forward baselines in reconstruction, novel-view synthesis, and 3D perception. It achieves performance competitive with per-scene optimization while being orders of magnitude faster, providing a scalable and practical solution for realistic driving simulation.

  • 10 authors
·
Mar 7

OCH3R: Object-Centric Holistic 3D Reconstruction

Object-centric scene understanding is a fundamental challenge in computer vision. Existing approaches often rely on multi-stage pipelines that first apply pre-trained segmentors to extract individual objects, followed by per-object 3D reconstruction. Such methods are computationally expensive, fragile to segmentation errors, and scale poorly with scene complexity. We introduce OCH3R, a unified framework for Object-Centric Holistic 3D Reconstruction from a single RGB image. OCH3R performs one forward pass to simultaneously predict all object instances with their 6D poses and detailed 3D reconstructions. The key idea is a transformer architecture that predicts per-pixel attributes, including CLIP-based category embeddings, metric depth, normalized object coordinates (NOCS), and a fixed number of 3D Gaussians representing each object. To supervise these Gaussian reconstructions, we transform them into canonical space using the predicted 6D poses and align them with pre-rendered canonical ground truth, avoiding costly per-image Gaussian label generation. On standard indoor benchmarks, OCH3R achieves state-of-the-art performance across monocular depth estimation, open-vocabulary semantic segmentation, and RGB-only category-level 6D pose estimation, while producing high-fidelity, editable per-object reconstructions. Crucially, inference is fully feed-forward and scales independently of the number of objects, offering orders-of-magnitude speedups over conventional multi-stage pipelines in cluttered scenes.

  • 4 authors
·
May 12

Novel Demonstration Generation with Gaussian Splatting Enables Robust One-Shot Manipulation

Visuomotor policies learned from teleoperated demonstrations face challenges such as lengthy data collection, high costs, and limited data diversity. Existing approaches address these issues by augmenting image observations in RGB space or employing Real-to-Sim-to-Real pipelines based on physical simulators. However, the former is constrained to 2D data augmentation, while the latter suffers from imprecise physical simulation caused by inaccurate geometric reconstruction. This paper introduces RoboSplat, a novel method that generates diverse, visually realistic demonstrations by directly manipulating 3D Gaussians. Specifically, we reconstruct the scene through 3D Gaussian Splatting (3DGS), directly edit the reconstructed scene, and augment data across six types of generalization with five techniques: 3D Gaussian replacement for varying object types, scene appearance, and robot embodiments; equivariant transformations for different object poses; visual attribute editing for various lighting conditions; novel view synthesis for new camera perspectives; and 3D content generation for diverse object types. Comprehensive real-world experiments demonstrate that RoboSplat significantly enhances the generalization of visuomotor policies under diverse disturbances. Notably, while policies trained on hundreds of real-world demonstrations with additional 2D data augmentation achieve an average success rate of 57.2%, RoboSplat attains 87.8% in one-shot settings across six types of generalization in the real world.

  • 8 authors
·
Apr 17, 2025

Multi-view Consistent 3D Gaussian Head Avatars 'without' Multi-view Generation

High-fidelity 3D Gaussian head avatar generation is critical for applications such as AR/VR, telepresence, and digital humans. Existing methods depend on multi-view datasets, 3D captures, or intermediate 2D view synthesis. In contrast, we learn both conditional and unconditional 3D head models from randomly sampled 2D images alone, without using multi-view data, 3D supervision, or intermediate view generation. We introduce MVCHead, a single-shot state space model that enforces multi-view consistency (MVC) directly in the 3D representation while regressing 3D Gaussians under these constraints. At its core, we propose a Hierarchical State Space (HiSS) block that progressively refines Gaussians from coarse to fine, while capturing long-range dependencies. Within each HiSS block, we modify Mamba's standard unidirectional scan with the proposed Hierarchical Bi-directional State Scan (HiBiSS) that aligns recurrence with the axes along which multi-view inconsistencies are strongest. Finally, we design an SE(3) Multi-view Critic that judges whether a set of self-renders arises from a single underlying 3D configuration, rewarding cross-view pixel alignment without observing real multi-view pairs. MVCHead achieves state-of-the-art perceptual quality, surpasses prior methods in both texture and geometric consistency, and maintains comparable shape consistency. To demonstrate scalability, we release FaceGS-10K, the first large-scale dataset of ready-to-use 3D Gaussian head assets for training and evaluation of 3D head models. Project Page and code: https://humansensinglab.github.io/MVCHead/

High-fidelity 3D Object Generation from Single Image with RGBN-Volume Gaussian Reconstruction Model

Recently single-view 3D generation via Gaussian splatting has emerged and developed quickly. They learn 3D Gaussians from 2D RGB images generated from pre-trained multi-view diffusion (MVD) models, and have shown a promising avenue for 3D generation through a single image. Despite the current progress, these methods still suffer from the inconsistency jointly caused by the geometric ambiguity in the 2D images, and the lack of structure of 3D Gaussians, leading to distorted and blurry 3D object generation. In this paper, we propose to fix these issues by GS-RGBN, a new RGBN-volume Gaussian Reconstruction Model designed to generate high-fidelity 3D objects from single-view images. Our key insight is a structured 3D representation can simultaneously mitigate the afore-mentioned two issues. To this end, we propose a novel hybrid Voxel-Gaussian representation, where a 3D voxel representation contains explicit 3D geometric information, eliminating the geometric ambiguity from 2D images. It also structures Gaussians during learning so that the optimization tends to find better local optima. Our 3D voxel representation is obtained by a fusion module that aligns RGB features and surface normal features, both of which can be estimated from 2D images. Extensive experiments demonstrate the superiority of our methods over prior works in terms of high-quality reconstruction results, robust generalization, and good efficiency.

  • 5 authors
·
Apr 2, 2025

FruitNinja: 3D Object Interior Texture Generation with Gaussian Splatting

In the real world, objects reveal internal textures when sliced or cut, yet this behavior is not well-studied in 3D generation tasks today. For example, slicing a virtual 3D watermelon should reveal flesh and seeds. Given that no available dataset captures an object's full internal structure and collecting data from all slices is impractical, generative methods become the obvious approach. However, current 3D generation and inpainting methods often focus on visible appearance and overlook internal textures. To bridge this gap, we introduce FruitNinja, the first method to generate internal textures for 3D objects undergoing geometric and topological changes. Our approach produces objects via 3D Gaussian Splatting (3DGS) with both surface and interior textures synthesized, enabling real-time slicing and rendering without additional optimization. FruitNinja leverages a pre-trained diffusion model to progressively inpaint cross-sectional views and applies voxel-grid-based smoothing to achieve cohesive textures throughout the object. Our OpaqueAtom GS strategy overcomes 3DGS limitations by employing densely distributed opaque Gaussians, avoiding biases toward larger particles that destabilize training and sharp color transitions for fine-grained textures. Experimental results show that FruitNinja substantially outperforms existing approaches, showcasing unmatched visual quality in real-time rendered internal views across arbitrary geometry manipulations.

  • 2 authors
·
Nov 18, 2024

HumanGaussian: Text-Driven 3D Human Generation with Gaussian Splatting

Realistic 3D human generation from text prompts is a desirable yet challenging task. Existing methods optimize 3D representations like mesh or neural fields via score distillation sampling (SDS), which suffers from inadequate fine details or excessive training time. In this paper, we propose an efficient yet effective framework, HumanGaussian, that generates high-quality 3D humans with fine-grained geometry and realistic appearance. Our key insight is that 3D Gaussian Splatting is an efficient renderer with periodic Gaussian shrinkage or growing, where such adaptive density control can be naturally guided by intrinsic human structures. Specifically, 1) we first propose a Structure-Aware SDS that simultaneously optimizes human appearance and geometry. The multi-modal score function from both RGB and depth space is leveraged to distill the Gaussian densification and pruning process. 2) Moreover, we devise an Annealed Negative Prompt Guidance by decomposing SDS into a noisier generative score and a cleaner classifier score, which well addresses the over-saturation issue. The floating artifacts are further eliminated based on Gaussian size in a prune-only phase to enhance generation smoothness. Extensive experiments demonstrate the superior efficiency and competitive quality of our framework, rendering vivid 3D humans under diverse scenarios. Project Page: https://alvinliu0.github.io/projects/HumanGaussian

  • 8 authors
·
Nov 28, 2023

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.

  • 10 authors
·
Aug 11, 2025

GaussianCity: Generative Gaussian Splatting for Unbounded 3D City Generation

3D city generation with NeRF-based methods shows promising generation results but is computationally inefficient. Recently 3D Gaussian Splatting (3D-GS) has emerged as a highly efficient alternative for object-level 3D generation. However, adapting 3D-GS from finite-scale 3D objects and humans to infinite-scale 3D cities is non-trivial. Unbounded 3D city generation entails significant storage overhead (out-of-memory issues), arising from the need to expand points to billions, often demanding hundreds of Gigabytes of VRAM for a city scene spanning 10km^2. In this paper, we propose GaussianCity, a generative Gaussian Splatting framework dedicated to efficiently synthesizing unbounded 3D cities with a single feed-forward pass. Our key insights are two-fold: 1) Compact 3D Scene Representation: We introduce BEV-Point as a highly compact intermediate representation, ensuring that the growth in VRAM usage for unbounded scenes remains constant, thus enabling unbounded city generation. 2) Spatial-aware Gaussian Attribute Decoder: We present spatial-aware BEV-Point decoder to produce 3D Gaussian attributes, which leverages Point Serializer to integrate the structural and contextual characteristics of BEV points. Extensive experiments demonstrate that GaussianCity achieves state-of-the-art results in both drone-view and street-view 3D city generation. Notably, compared to CityDreamer, GaussianCity exhibits superior performance with a speedup of 60 times (10.72 FPS v.s. 0.18 FPS).

  • 4 authors
·
Jun 10, 2024

AGORA: Adversarial Generation Of Real-time Animatable 3D Gaussian Head Avatars

The generation of high-fidelity, animatable 3D human avatars remains a core challenge in computer graphics and vision, with applications in VR, telepresence, and entertainment. Existing approaches based on implicit representations like NeRFs suffer from slow rendering and dynamic inconsistencies, while 3D Gaussian Splatting (3DGS) methods are typically limited to static head generation, lacking dynamic control. We bridge this gap by introducing AGORA, a novel framework that extends 3DGS within a generative adversarial network to produce animatable avatars. Our key contribution is a lightweight, FLAME-conditioned deformation branch that predicts per-Gaussian residuals, enabling identity-preserving, fine-grained expression control while allowing real-time inference. Expression fidelity is enforced via a dual-discriminator training scheme leveraging synthetic renderings of the parametric mesh. AGORA generates avatars that are not only visually realistic but also precisely controllable. Quantitatively, we outperform state-of-the-art NeRF-based methods on expression accuracy while rendering at 250+ FPS on a single GPU, and, notably, at sim9 FPS under CPU-only inference - representing, to our knowledge, the first demonstration of practical CPU-only animatable 3DGS avatar synthesis. This work represents a significant step toward practical, high-performance digital humans. Project website: https://ramazan793.github.io/AGORA/

  • 5 authors
·
Dec 6, 2025

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.

  • 5 authors
·
Apr 14, 2025

GS-DiT: Advancing Video Generation with Pseudo 4D Gaussian Fields through Efficient Dense 3D Point Tracking

4D video control is essential in video generation as it enables the use of sophisticated lens techniques, such as multi-camera shooting and dolly zoom, which are currently unsupported by existing methods. Training a video Diffusion Transformer (DiT) directly to control 4D content requires expensive multi-view videos. Inspired by Monocular Dynamic novel View Synthesis (MDVS) that optimizes a 4D representation and renders videos according to different 4D elements, such as camera pose and object motion editing, we bring pseudo 4D Gaussian fields to video generation. Specifically, we propose a novel framework that constructs a pseudo 4D Gaussian field with dense 3D point tracking and renders the Gaussian field for all video frames. Then we finetune a pretrained DiT to generate videos following the guidance of the rendered video, dubbed as GS-DiT. To boost the training of the GS-DiT, we also propose an efficient Dense 3D Point Tracking (D3D-PT) method for the pseudo 4D Gaussian field construction. Our D3D-PT outperforms SpatialTracker, the state-of-the-art sparse 3D point tracking method, in accuracy and accelerates the inference speed by two orders of magnitude. During the inference stage, GS-DiT can generate videos with the same dynamic content while adhering to different camera parameters, addressing a significant limitation of current video generation models. GS-DiT demonstrates strong generalization capabilities and extends the 4D controllability of Gaussian splatting to video generation beyond just camera poses. It supports advanced cinematic effects through the manipulation of the Gaussian field and camera intrinsics, making it a powerful tool for creative video production. Demos are available at https://wkbian.github.io/Projects/GS-DiT/.

  • 6 authors
·
Jan 5, 2025 3

GPSToken: Gaussian Parameterized Spatially-adaptive Tokenization for Image Representation and Generation

Effective and efficient tokenization plays an important role in image representation and generation. Conventional methods, constrained by uniform 2D/1D grid tokenization, are inflexible to represent regions with varying shapes and textures and at different locations, limiting their efficacy of feature representation. In this work, we propose GPSToken, a novel Gaussian Parameterized Spatially-adaptive Tokenization framework, to achieve non-uniform image tokenization by leveraging parametric 2D Gaussians to dynamically model the shape, position, and textures of different image regions. We first employ an entropy-driven algorithm to partition the image into texture-homogeneous regions of variable sizes. Then, we parameterize each region as a 2D Gaussian (mean for position, covariance for shape) coupled with texture features. A specialized transformer is trained to optimize the Gaussian parameters, enabling continuous adaptation of position/shape and content-aware feature extraction. During decoding, Gaussian parameterized tokens are reconstructed into 2D feature maps through a differentiable splatting-based renderer, bridging our adaptive tokenization with standard decoders for end-to-end training. GPSToken disentangles spatial layout (Gaussian parameters) from texture features to enable efficient two-stage generation: structural layout synthesis using lightweight networks, followed by structure-conditioned texture generation. Experiments demonstrate the state-of-the-art performance of GPSToken, which achieves rFID and FID scores of 0.65 and 1.50 on image reconstruction and generation tasks using 128 tokens, respectively. Codes and models of GPSToken can be found at https://github.com/xtudbxk/GPSToken{https://github.com/xtudbxk/GPSToken}.

  • 4 authors
·
Sep 1, 2025

X-Splat: Gaussian Splatting for 3D CBCT Generation from Single Panoramic Radiograph

Generating a 3D dental volume from a single panoramic radiograph (PXR) could provide a low-radiation alternative to Cone-Beam Computed Tomography (CBCT), but the problem is highly underdetermined: panoramic acquisition integrates 3D attenuation along curved X-ray paths into a 2D image, leaving depth-resolved anatomy unobserved. Existing implicit and generative approaches often produce oversmoothed geometry or anatomically inconsistent hallucinations, lacking geometry-driven supervision and relying on smooth representations unable to precisely localize sharp anatomical boundaries. We propose X-Splat, the first Gaussian Splatting framework for generating CBCT-like 3D dental volumes from a single PXR. X-Splat uses the known panoramic acquisition geometry as a generation scaffold: learnable anisotropic Gaussian primitives are initialized along the X-ray paths that formed the input image and adjusted in a single feed-forward pass, constrained by Beer-Lambert reprojection and multi-view radiographic training supervision. A lightweight residual refiner adds dataset-level anatomical priors without overriding the geometry already resolved by the Gaussians. We train on synthetic PXR-CBCT pairs, enabling direct volumetric supervision without paired real scans. We further introduce segmentation-based geometry-aware metrics, providing the first evaluation of PXR-based generation over maxillofacial anatomy. X-Splat outperforms NeRF- and GAN-based baselines, recovering individual teeth, cortical boundaries, and alveolar structure, including the mandibular canal which prior methods fail to reconstruct. Code will be available at https://github.com/tomek1911/X-Splat

  • 5 authors
·
Jul 1

3D Gaussian Splatting Driven Multi-View Robust Physical Adversarial Camouflage Generation

Physical adversarial attack methods expose the vulnerabilities of deep neural networks and pose a significant threat to safety-critical scenarios such as autonomous driving. Camouflage-based physical attack is a more promising approach compared to the patch-based attack, offering stronger adversarial effectiveness in complex physical environments. However, most prior work relies on mesh priors of the target object and virtual environments constructed by simulators, which are time-consuming to obtain and inevitably differ from the real world. Moreover, due to the limitations of the backgrounds in training images, previous methods often fail to produce multi-view robust adversarial camouflage and tend to fall into sub-optimal solutions. Due to these reasons, prior work lacks adversarial effectiveness and robustness across diverse viewpoints and physical environments. We propose a physical attack framework based on 3D Gaussian Splatting (3DGS), named PGA, which provides rapid and precise reconstruction with few images, along with photo-realistic rendering capabilities. Our framework further enhances cross-view robustness and adversarial effectiveness by preventing mutual and self-occlusion among Gaussians and employing a min-max optimization approach that adjusts the imaging background of each viewpoint, helping the algorithm filter out non-robust adversarial features. Extensive experiments validate the effectiveness and superiority of PGA. Our code is available at:https://github.com/TRLou/PGA.

  • 7 authors
·
Aug 12, 2025

High-Fidelity Simulated Data Generation for Real-World Zero-Shot Robotic Manipulation Learning with Gaussian Splatting

The scalability of robotic learning is fundamentally bottlenecked by the significant cost and labor of real-world data collection. While simulated data offers a scalable alternative, it often fails to generalize to the real world due to significant gaps in visual appearance, physical properties, and object interactions. To address this, we propose RoboSimGS, a novel Real2Sim2Real framework that converts multi-view real-world images into scalable, high-fidelity, and physically interactive simulation environments for robotic manipulation. Our approach reconstructs scenes using a hybrid representation: 3D Gaussian Splatting (3DGS) captures the photorealistic appearance of the environment, while mesh primitives for interactive objects ensure accurate physics simulation. Crucially, we pioneer the use of a Multi-modal Large Language Model (MLLM) to automate the creation of physically plausible, articulated assets. The MLLM analyzes visual data to infer not only physical properties (e.g., density, stiffness) but also complex kinematic structures (e.g., hinges, sliding rails) of objects. We demonstrate that policies trained entirely on data generated by RoboSimGS achieve successful zero-shot sim-to-real transfer across a diverse set of real-world manipulation tasks. Furthermore, data from RoboSimGS significantly enhances the performance and generalization capabilities of SOTA methods. Our results validate RoboSimGS as a powerful and scalable solution for bridging the sim-to-real gap.

Alibaba-DAMO-Academy DAMO Academy
·
Oct 12, 2025 2

Controllable Text-to-3D Generation via Surface-Aligned Gaussian Splatting

While text-to-3D and image-to-3D generation tasks have received considerable attention, one important but under-explored field between them is controllable text-to-3D generation, which we mainly focus on in this work. To address this task, 1) we introduce Multi-view ControlNet (MVControl), a novel neural network architecture designed to enhance existing pre-trained multi-view diffusion models by integrating additional input conditions, such as edge, depth, normal, and scribble maps. Our innovation lies in the introduction of a conditioning module that controls the base diffusion model using both local and global embeddings, which are computed from the input condition images and camera poses. Once trained, MVControl is able to offer 3D diffusion guidance for optimization-based 3D generation. And, 2) we propose an efficient multi-stage 3D generation pipeline that leverages the benefits of recent large reconstruction models and score distillation algorithm. Building upon our MVControl architecture, we employ a unique hybrid diffusion guidance method to direct the optimization process. In pursuit of efficiency, we adopt 3D Gaussians as our representation instead of the commonly used implicit representations. We also pioneer the use of SuGaR, a hybrid representation that binds Gaussians to mesh triangle faces. This approach alleviates the issue of poor geometry in 3D Gaussians and enables the direct sculpting of fine-grained geometry on the mesh. Extensive experiments demonstrate that our method achieves robust generalization and enables the controllable generation of high-quality 3D content.

  • 4 authors
·
Mar 14, 2024 1

Robust Dreamer: Deviation-Aware Latent Gaussian Memory for Action-Controlled AR Video Generation

Frame-wise action-controlled image-to-video generation is a promising paradigm for interactive world simulation, where each control signal should elicit an immediate visual response. However, maintaining visual fidelity and 3D consistency over long autoregressive rollouts remains challenging. Existing 3D-aware methods often suffer from catastrophic drift due to two impediments: information loss from Latent--RGB Cycling, where generated latents are repeatedly decoded to RGB and re-encoded for future conditioning, and the training--inference gap induced by the error-free hypothesis, where clean training memory fails to match prediction-corrupted inference memory. To address these challenges, we present Robust Dreamer, a memory-augmented framework built around how to design 3D memory and how to use it robustly. First, we introduce Latent Gaussian Memory, which anchors diffusion latents inherited from the generation process to Gaussian primitives and recalls them via latent-space Gaussian splatting. This provides dense, geometry-aware, view-aligned conditioning while avoiding accumulated degradation from repeated VAE conversion. Second, we propose Deviation Learning with Dynamic Deviation Archive, which synthesizes rollout-induced latent deviations through a one-step approximation, stores them by autoregressive stage and denoising timestamp, and injects them into historical memory during training. This exposes the generator to realistic corrupted memory states and teaches internal correction before inference. Experiments on ScanNet, DL3DV, and OmniWorldGame demonstrate state-of-the-art long-horizon performance.

  • 8 authors
·
May 28

R-PGA: Robust Physical Adversarial Camouflage Generation via Relightable 3D Gaussian Splatting

Physical adversarial camouflage poses a severe security threat to autonomous driving systems by mapping adversarial textures onto 3D objects. Nevertheless, current methods remain brittle in complex dynamic scenarios, failing to generalize across diverse geometric (e.g., viewing configurations) and radiometric (e.g., dynamic illumination, atmospheric scattering) variations. We attribute this deficiency to two fundamental limitations in simulation and optimization. First, the reliance on coarse, oversimplified simulations (e.g., via CARLA) induces a significant domain gap, confining optimization to a biased feature space. Second, standard strategies targeting average performance result in a rugged loss landscape, leaving the camouflage vulnerable to configuration shifts.To bridge these gaps, we propose the Relightable Physical 3D Gaussian Splatting (3DGS) based Attack framework (R-PGA). Technically, to address the simulation fidelity issue, we leverage 3DGS to ensure photo-realistic reconstruction and augment it with physically disentangled attributes to decouple intrinsic material from lighting. Furthermore, we design a hybrid rendering pipeline that leverages precise Relightable 3DGS for foreground rendering, while employing a pre-trained image translation model to synthesize plausible relighted backgrounds that align with the relighted foreground.To address the optimization robustness issue, we propose the Hard Physical Configuration Mining (HPCM) module, designed to actively mine worst-case physical configurations and suppress their corresponding loss peaks. This strategy not only diminishes the overall loss magnitude but also effectively flattens the rugged loss landscape, ensuring consistent adversarial effectiveness and robustness across varying physical configurations.

  • 5 authors
·
Mar 26

DreamMesh4D: Video-to-4D Generation with Sparse-Controlled Gaussian-Mesh Hybrid Representation

Recent advancements in 2D/3D generative techniques have facilitated the generation of dynamic 3D objects from monocular videos. Previous methods mainly rely on the implicit neural radiance fields (NeRF) or explicit Gaussian Splatting as the underlying representation, and struggle to achieve satisfactory spatial-temporal consistency and surface appearance. Drawing inspiration from modern 3D animation pipelines, we introduce DreamMesh4D, a novel framework combining mesh representation with geometric skinning technique to generate high-quality 4D object from a monocular video. Instead of utilizing classical texture map for appearance, we bind Gaussian splats to triangle face of mesh for differentiable optimization of both the texture and mesh vertices. In particular, DreamMesh4D begins with a coarse mesh obtained through an image-to-3D generation procedure. Sparse points are then uniformly sampled across the mesh surface, and are used to build a deformation graph to drive the motion of the 3D object for the sake of computational efficiency and providing additional constraint. For each step, transformations of sparse control points are predicted using a deformation network, and the mesh vertices as well as the surface Gaussians are deformed via a novel geometric skinning algorithm, which is a hybrid approach combining LBS (linear blending skinning) and DQS (dual-quaternion skinning), mitigating drawbacks associated with both approaches. The static surface Gaussians and mesh vertices as well as the deformation network are learned via reference view photometric loss, score distillation loss as well as other regularizers in a two-stage manner. Extensive experiments demonstrate superior performance of our method. Furthermore, our method is compatible with modern graphic pipelines, showcasing its potential in the 3D gaming and film industry.

  • 3 authors
·
Oct 9, 2024

F3D-Gaus: Feed-forward 3D-aware Generation on ImageNet with Cycle-Aggregative Gaussian Splatting

This paper tackles the problem of generalizable 3D-aware generation from monocular datasets, e.g., ImageNet. The key challenge of this task is learning a robust 3D-aware representation without multi-view or dynamic data, while ensuring consistent texture and geometry across different viewpoints. Although some baseline methods are capable of 3D-aware generation, the quality of the generated images still lags behind state-of-the-art 2D generation approaches, which excel in producing high-quality, detailed images. To address this severe limitation, we propose a novel feed-forward pipeline based on pixel-aligned Gaussian Splatting, coined as F3D-Gaus, which can produce more realistic and reliable 3D renderings from monocular inputs. In addition, we introduce a self-supervised cycle-aggregative constraint to enforce cross-view consistency in the learned 3D representation. This training strategy naturally allows aggregation of multiple aligned Gaussian primitives and significantly alleviates the interpolation limitations inherent in single-view pixel-aligned Gaussian Splatting. Furthermore, we incorporate video model priors to perform geometry-aware refinement, enhancing the generation of fine details in wide-viewpoint scenarios and improving the model's capability to capture intricate 3D textures. Extensive experiments demonstrate that our approach not only achieves high-quality, multi-view consistent 3D-aware generation from monocular datasets, but also significantly improves training and inference efficiency.

  • 3 authors
·
Jan 11, 2025

GaussianDWM: 3D Gaussian Driving World Model for Unified Scene Understanding and Multi-Modal Generation

Driving World Models (DWMs) have been developing rapidly with the advances of generative models. However, existing DWMs lack 3D scene understanding capabilities and can only generate content conditioned on input data, without the ability to interpret or reason about the driving environment. Moreover, current approaches represent 3D spatial information with point cloud or BEV features do not accurately align textual information with the underlying 3D scene. To address these limitations, we propose a novel unified DWM framework based on 3D Gaussian scene representation, which enables both 3D scene understanding and multi-modal scene generation, while also enabling contextual enrichment for understanding and generation tasks. Our approach directly aligns textual information with the 3D scene by embedding rich linguistic features into each Gaussian primitive, thereby achieving early modality alignment. In addition, we design a novel task-aware language-guided sampling strategy that removes redundant 3D Gaussians and injects accurate and compact 3D tokens into LLM. Furthermore, we design a dual-condition multi-modal generation model, where the information captured by our vision-language model is leveraged as a high-level language condition in combination with a low-level image condition, jointly guiding the multi-modal generation process. We conduct comprehensive studies on the nuScenes, and NuInteract datasets to validate the effectiveness of our framework. Our method achieves state-of-the-art performance. We will release the code publicly on GitHub https://github.com/dtc111111/GaussianDWM.

  • 11 authors
·
Dec 28, 2025

DSplats: 3D Generation by Denoising Splats-Based Multiview Diffusion Models

Generating high-quality 3D content requires models capable of learning robust distributions of complex scenes and the real-world objects within them. Recent Gaussian-based 3D reconstruction techniques have achieved impressive results in recovering high-fidelity 3D assets from sparse input images by predicting 3D Gaussians in a feed-forward manner. However, these techniques often lack the extensive priors and expressiveness offered by Diffusion Models. On the other hand, 2D Diffusion Models, which have been successfully applied to denoise multiview images, show potential for generating a wide range of photorealistic 3D outputs but still fall short on explicit 3D priors and consistency. In this work, we aim to bridge these two approaches by introducing DSplats, a novel method that directly denoises multiview images using Gaussian Splat-based Reconstructors to produce a diverse array of realistic 3D assets. To harness the extensive priors of 2D Diffusion Models, we incorporate a pretrained Latent Diffusion Model into the reconstructor backbone to predict a set of 3D Gaussians. Additionally, the explicit 3D representation embedded in the denoising network provides a strong inductive bias, ensuring geometrically consistent novel view generation. Our qualitative and quantitative experiments demonstrate that DSplats not only produces high-quality, spatially consistent outputs, but also sets a new standard in single-image to 3D reconstruction. When evaluated on the Google Scanned Objects dataset, DSplats achieves a PSNR of 20.38, an SSIM of 0.842, and an LPIPS of 0.109.

  • 7 authors
·
Dec 11, 2024

Adversarial Generation of Hierarchical Gaussians for 3D Generative Model

Most advances in 3D Generative Adversarial Networks (3D GANs) largely depend on ray casting-based volume rendering, which incurs demanding rendering costs. One promising alternative is rasterization-based 3D Gaussian Splatting (3D-GS), providing a much faster rendering speed and explicit 3D representation. In this paper, we exploit Gaussian as a 3D representation for 3D GANs by leveraging its efficient and explicit characteristics. However, in an adversarial framework, we observe that a na\"ive generator architecture suffers from training instability and lacks the capability to adjust the scale of Gaussians. This leads to model divergence and visual artifacts due to the absence of proper guidance for initialized positions of Gaussians and densification to manage their scales adaptively. To address these issues, we introduce a generator architecture with a hierarchical multi-scale Gaussian representation that effectively regularizes the position and scale of generated Gaussians. Specifically, we design a hierarchy of Gaussians where finer-level Gaussians are parameterized by their coarser-level counterparts; the position of finer-level Gaussians would be located near their coarser-level counterparts, and the scale would monotonically decrease as the level becomes finer, modeling both coarse and fine details of the 3D scene. Experimental results demonstrate that ours achieves a significantly faster rendering speed (x100) compared to state-of-the-art 3D consistent GANs with comparable 3D generation capability. Project page: https://hse1032.github.io/gsgan.

  • 2 authors
·
Jun 5, 2024

GASE: Gaussian Splatting-Based Automated System for Reconstructing Embodied-Simulation Environments

Training embodied agents in the real world requires skilled operators and expensive hardware. Simulation environments offer a compelling alternative by enabling large-scale, cost-effective data augmentation. Consequently, rapidly constructing high-fidelity simulation scenes with a minimal sim-to-real gap has become a critical objective in robot learning. While reconstruction-based methods provide superior visual quality, current workflows are hindered by inefficient data acquisition and subpar foreground object extraction. We thus propose GASE, a highly automated system for simulation scene construction. GASE leverages multi-view video streams from panoramic camera arrays to enable rapid environment scanning. To ensure high-quality asset generation, our pipeline introduces a camera-pose-based strategy that robustly extracts objects across frames in the 2D domain, followed by high-fidelity scene inpainting. Foreground objects and the static background are then reconstructed independently and seamlessly imported into physics simulators for policy training. Extensive experiments demonstrate that GASE outperforms existing 3D Gaussian-based methods in segmentation accuracy by over 10\% while achieving state-of-the-art inpainting quality. Furthermore, real-robot deployments across manipulation and navigation tasks maintains a performance gap of less than 10\% compared to policies trained purely on real-world data. These results confirm that GASE provides an efficient and highly effective solution for bridging the sim-to-real gap. Code will be released.

  • 11 authors
·
Jun 15

Localized Gaussian Splatting Editing with Contextual Awareness

Recent text-guided generation of individual 3D object has achieved great success using diffusion priors. However, these methods are not suitable for object insertion and replacement tasks as they do not consider the background, leading to illumination mismatches within the environment. To bridge the gap, we introduce an illumination-aware 3D scene editing pipeline for 3D Gaussian Splatting (3DGS) representation. Our key observation is that inpainting by the state-of-the-art conditional 2D diffusion model is consistent with background in lighting. To leverage the prior knowledge from the well-trained diffusion models for 3D object generation, our approach employs a coarse-to-fine objection optimization pipeline with inpainted views. In the first coarse step, we achieve image-to-3D lifting given an ideal inpainted view. The process employs 3D-aware diffusion prior from a view-conditioned diffusion model, which preserves illumination present in the conditioning image. To acquire an ideal inpainted image, we introduce an Anchor View Proposal (AVP) algorithm to find a single view that best represents the scene illumination in target region. In the second Texture Enhancement step, we introduce a novel Depth-guided Inpainting Score Distillation Sampling (DI-SDS), which enhances geometry and texture details with the inpainting diffusion prior, beyond the scope of the 3D-aware diffusion prior knowledge in the first coarse step. DI-SDS not only provides fine-grained texture enhancement, but also urges optimization to respect scene lighting. Our approach efficiently achieves local editing with global illumination consistency without explicitly modeling light transport. We demonstrate robustness of our method by evaluating editing in real scenes containing explicit highlight and shadows, and compare against the state-of-the-art text-to-3D editing methods.

  • 7 authors
·
Jul 31, 2024

ViDoRAG: Visual Document Retrieval-Augmented Generation via Dynamic Iterative Reasoning Agents

Understanding information from visually rich documents remains a significant challenge for traditional Retrieval-Augmented Generation (RAG) methods. Existing benchmarks predominantly focus on image-based question answering (QA), overlooking the fundamental challenges of efficient retrieval, comprehension, and reasoning within dense visual documents. To bridge this gap, we introduce ViDoSeek, a novel dataset designed to evaluate RAG performance on visually rich documents requiring complex reasoning. Based on it, we identify key limitations in current RAG approaches: (i) purely visual retrieval methods struggle to effectively integrate both textual and visual features, and (ii) previous approaches often allocate insufficient reasoning tokens, limiting their effectiveness. To address these challenges, we propose ViDoRAG, a novel multi-agent RAG framework tailored for complex reasoning across visual documents. ViDoRAG employs a Gaussian Mixture Model (GMM)-based hybrid strategy to effectively handle multi-modal retrieval. To further elicit the model's reasoning capabilities, we introduce an iterative agent workflow incorporating exploration, summarization, and reflection, providing a framework for investigating test-time scaling in RAG domains. Extensive experiments on ViDoSeek validate the effectiveness and generalization of our approach. Notably, ViDoRAG outperforms existing methods by over 10% on the competitive ViDoSeek benchmark.

  • 7 authors
·
Feb 25, 2025 2

Flex3D: Feed-Forward 3D Generation With Flexible Reconstruction Model And Input View Curation

Generating high-quality 3D content from text, single images, or sparse view images remains a challenging task with broad applications.Existing methods typically employ multi-view diffusion models to synthesize multi-view images, followed by a feed-forward process for 3D reconstruction. However, these approaches are often constrained by a small and fixed number of input views, limiting their ability to capture diverse viewpoints and, even worse, leading to suboptimal generation results if the synthesized views are of poor quality. To address these limitations, we propose Flex3D, a novel two-stage framework capable of leveraging an arbitrary number of high-quality input views. The first stage consists of a candidate view generation and curation pipeline. We employ a fine-tuned multi-view image diffusion model and a video diffusion model to generate a pool of candidate views, enabling a rich representation of the target 3D object. Subsequently, a view selection pipeline filters these views based on quality and consistency, ensuring that only the high-quality and reliable views are used for reconstruction. In the second stage, the curated views are fed into a Flexible Reconstruction Model (FlexRM), built upon a transformer architecture that can effectively process an arbitrary number of inputs. FlemRM directly outputs 3D Gaussian points leveraging a tri-plane representation, enabling efficient and detailed 3D generation. Through extensive exploration of design and training strategies, we optimize FlexRM to achieve superior performance in both reconstruction and generation tasks. Our results demonstrate that Flex3D achieves state-of-the-art performance, with a user study winning rate of over 92% in 3D generation tasks when compared to several of the latest feed-forward 3D generative models.

  • 5 authors
·
Oct 1, 2024 5

A versatile informative diffusion model for single-cell ATAC-seq data generation and analysis

The rapid advancement of single-cell ATAC sequencing (scATAC-seq) technologies holds great promise for investigating the heterogeneity of epigenetic landscapes at the cellular level. The amplification process in scATAC-seq experiments often introduces noise due to dropout events, which results in extreme sparsity that hinders accurate analysis. Consequently, there is a significant demand for the generation of high-quality scATAC-seq data in silico. Furthermore, current methodologies are typically task-specific, lacking a versatile framework capable of handling multiple tasks within a single model. In this work, we propose ATAC-Diff, a versatile framework, which is based on a latent diffusion model conditioned on the latent auxiliary variables to adapt for various tasks. ATAC-Diff is the first diffusion model for the scATAC-seq data generation and analysis, composed of auxiliary modules encoding the latent high-level variables to enable the model to learn the semantic information to sample high-quality data. Gaussian Mixture Model (GMM) as the latent prior and auxiliary decoder, the yield variables reserve the refined genomic information beneficial for downstream analyses. Another innovation is the incorporation of mutual information between observed and hidden variables as a regularization term to prevent the model from decoupling from latent variables. Through extensive experiments, we demonstrate that ATAC-Diff achieves high performance in both generation and analysis tasks, outperforming state-of-the-art models.

  • 6 authors
·
Aug 27, 2024

Interactive3D: Create What You Want by Interactive 3D Generation

3D object generation has undergone significant advancements, yielding high-quality results. However, fall short of achieving precise user control, often yielding results that do not align with user expectations, thus limiting their applicability. User-envisioning 3D object generation faces significant challenges in realizing its concepts using current generative models due to limited interaction capabilities. Existing methods mainly offer two approaches: (i) interpreting textual instructions with constrained controllability, or (ii) reconstructing 3D objects from 2D images. Both of them limit customization to the confines of the 2D reference and potentially introduce undesirable artifacts during the 3D lifting process, restricting the scope for direct and versatile 3D modifications. In this work, we introduce Interactive3D, an innovative framework for interactive 3D generation that grants users precise control over the generative process through extensive 3D interaction capabilities. Interactive3D is constructed in two cascading stages, utilizing distinct 3D representations. The first stage employs Gaussian Splatting for direct user interaction, allowing modifications and guidance of the generative direction at any intermediate step through (i) Adding and Removing components, (ii) Deformable and Rigid Dragging, (iii) Geometric Transformations, and (iv) Semantic Editing. Subsequently, the Gaussian splats are transformed into InstantNGP. We introduce a novel (v) Interactive Hash Refinement module to further add details and extract the geometry in the second stage. Our experiments demonstrate that Interactive3D markedly improves the controllability and quality of 3D generation. Our project webpage is available at https://interactive-3d.github.io/.

  • 6 authors
·
Apr 25, 2024 1

Text2Control3D: Controllable 3D Avatar Generation in Neural Radiance Fields using Geometry-Guided Text-to-Image Diffusion Model

Recent advances in diffusion models such as ControlNet have enabled geometrically controllable, high-fidelity text-to-image generation. However, none of them addresses the question of adding such controllability to text-to-3D generation. In response, we propose Text2Control3D, a controllable text-to-3D avatar generation method whose facial expression is controllable given a monocular video casually captured with hand-held camera. Our main strategy is to construct the 3D avatar in Neural Radiance Fields (NeRF) optimized with a set of controlled viewpoint-aware images that we generate from ControlNet, whose condition input is the depth map extracted from the input video. When generating the viewpoint-aware images, we utilize cross-reference attention to inject well-controlled, referential facial expression and appearance via cross attention. We also conduct low-pass filtering of Gaussian latent of the diffusion model in order to ameliorate the viewpoint-agnostic texture problem we observed from our empirical analysis, where the viewpoint-aware images contain identical textures on identical pixel positions that are incomprehensible in 3D. Finally, to train NeRF with the images that are viewpoint-aware yet are not strictly consistent in geometry, our approach considers per-image geometric variation as a view of deformation from a shared 3D canonical space. Consequently, we construct the 3D avatar in a canonical space of deformable NeRF by learning a set of per-image deformation via deformation field table. We demonstrate the empirical results and discuss the effectiveness of our method.

  • 3 authors
·
Sep 7, 2023

GVGEN: Text-to-3D Generation with Volumetric Representation

In recent years, 3D Gaussian splatting has emerged as a powerful technique for 3D reconstruction and generation, known for its fast and high-quality rendering capabilities. To address these shortcomings, this paper introduces a novel diffusion-based framework, GVGEN, designed to efficiently generate 3D Gaussian representations from text input. We propose two innovative techniques:(1) Structured Volumetric Representation. We first arrange disorganized 3D Gaussian points as a structured form GaussianVolume. This transformation allows the capture of intricate texture details within a volume composed of a fixed number of Gaussians. To better optimize the representation of these details, we propose a unique pruning and densifying method named the Candidate Pool Strategy, enhancing detail fidelity through selective optimization. (2) Coarse-to-fine Generation Pipeline. To simplify the generation of GaussianVolume and empower the model to generate instances with detailed 3D geometry, we propose a coarse-to-fine pipeline. It initially constructs a basic geometric structure, followed by the prediction of complete Gaussian attributes. Our framework, GVGEN, demonstrates superior performance in qualitative and quantitative assessments compared to existing 3D generation methods. Simultaneously, it maintains a fast generation speed (sim7 seconds), effectively striking a balance between quality and efficiency.

  • 9 authors
·
Mar 19, 2024 1

VidSplat: Gaussian Splatting Reconstruction with Geometry-Guided Video Diffusion Priors

Gaussian Splatting has achieved remarkable progress in multi-view surface reconstruction, yet it exhibits notable degradation when only few views are available. Although recent efforts alleviate this issue by enhancing multi-view consistency to produce plausible surfaces, they struggle to infer unseen, occluded, or weakly constrained regions beyond the input coverage. To address this limitation, we present VidSplat, a training-free generative reconstruction framework that leverages powerful video diffusion priors to iteratively synthesize novel views that compensate for missing input coverage, and thereby recover complete 3D scenes from sparse inputs. Specifically, we tackle two key challenges that enable the effective integration of generation and reconstruction. First, for 3D consistent generation, we elaborate a training-free, stage-wise denoising strategy that adaptively guides the denoising direction toward the underlying geometry using the rendered RGB and mask images. Second, to enhance the reconstruction, we develop an iterative mechanism that samples camera trajectories, explores unobserved regions, synthesizes novel views, and supplements training through confidence weighted refinement. VidSplat performs robustly to sparse input and even a single image. Extensive experiments on widely used benchmarks demonstrate our superior performance in sparse-view scene reconstruction.

  • 8 authors
·
May 11

MeanFuser: Fast One-Step Multi-Modal Trajectory Generation and Adaptive Reconstruction via MeanFlow for End-to-End Autonomous Driving

Generative models have shown great potential in trajectory planning. Recent studies demonstrate that anchor-guided generative models are effective in modeling the uncertainty of driving behaviors and improving overall performance. However, these methods rely on discrete anchor vocabularies that must sufficiently cover the trajectory distribution during testing to ensure robustness, inducing an inherent trade-off between vocabulary size and model performance. To overcome this limitation, we propose MeanFuser, an end-to-end autonomous driving method that enhances both efficiency and robustness through three key designs. (1) We introduce Gaussian Mixture Noise (GMN) to guide generative sampling, enabling a continuous representation of the trajectory space and eliminating the dependency on discrete anchor vocabularies. (2) We adapt ``MeanFlow Identity" to end-to-end planning, which models the mean velocity field between GMN and trajectory distribution instead of the instantaneous velocity field used in vanilla flow matching methods, effectively eliminating numerical errors from ODE solvers and significantly accelerating inference. (3) We design a lightweight Adaptive Reconstruction Module (ARM) that enables the model to implicitly select from all sampled proposals or reconstruct a new trajectory when none is satisfactory via attention weights.Experiments on the NAVSIM closed-loop benchmark demonstrate that MeanFuser achieves outstanding performance without the supervision of the PDM Score and exceptional inference efficiency, offering a robust and efficient solution for end-to-end autonomous driving. Our code and model are available at https://github.com/wjl2244/MeanFuser.

  • 12 authors
·
Mar 25

Radiology Report Generation with Layer-Wise Anatomical Attention

Automatic radiology report generation is a promising application of multimodal deep learning, aiming to reduce reporting workload and improve consistency. However, current state-of-the-art (SOTA) systems - such as Multimodal AI for Radiology Applications (MAIRA-2) and Medical Pathways Language Model-Multimodal (MedPaLM-M) - depend on large-scale multimodal training, clinical metadata, and multiple imaging views, making them resource-intensive and inaccessible for most settings. We introduce a compact image-to-text architecture that generates the Findings section of chest X-ray reports from a single frontal image. The model combines a frozen Self-Distillation with No Labels v3 (DINOv3) Vision Transformer (ViT) encoder with a Generative Pre-trained Transformer 2 (GPT-2) decoder enhanced by layer-wise anatomical attention. This mechanism integrates lung and heart segmentation masks through hierarchical Gaussian smoothing, biasing attention toward clinically relevant regions without adding trainable parameters. Evaluated on the official Medical Information Mart for Intensive Care-Chest X-ray (MIMIC-CXR) dataset using Chest Radiograph Expert (CheXpert) and Radiology Graph (RadGraph) metrics, our approach achieved substantial gains: CheXpert Macro-F1 for five key pathologies increased by 168% (0.083 -> 0.238) and Micro-F1 by 146% (0.137 -> 0.337), while broader performance across 14 observations improved by 86% (0.170 -> 0.316). Structural coherence also improved, with RadGraph F1 rising by 9.7%. Despite its small size and purely image-conditioned design, the model demonstrates that decoder-level anatomical guidance improves spatial grounding and enhances coherence in clinically relevant regions. The source code is publicly available at: https://github.com/devMuniz02/UDEM-CXR-Reporting-Thesis-2025.

  • 6 authors
·
Dec 18, 2025

BrightDreamer: Generic 3D Gaussian Generative Framework for Fast Text-to-3D Synthesis

Text-to-3D synthesis has recently seen intriguing advances by combining the text-to-image models with 3D representation methods, e.g., Gaussian Splatting (GS), via Score Distillation Sampling (SDS). However, a hurdle of existing methods is the low efficiency, per-prompt optimization for a single 3D object. Therefore, it is imperative for a paradigm shift from per-prompt optimization to one-stage generation for any unseen text prompts, which yet remains challenging. A hurdle is how to directly generate a set of millions of 3D Gaussians to represent a 3D object. This paper presents BrightDreamer, an end-to-end single-stage approach that can achieve generalizable and fast (77 ms) text-to-3D generation. Our key idea is to formulate the generation process as estimating the 3D deformation from an anchor shape with predefined positions. For this, we first propose a Text-guided Shape Deformation (TSD) network to predict the deformed shape and its new positions, used as the centers (one attribute) of 3D Gaussians. To estimate the other four attributes (i.e., scaling, rotation, opacity, and SH coefficient), we then design a novel Text-guided Triplane Generator (TTG) to generate a triplane representation for a 3D object. The center of each Gaussian enables us to transform the triplane feature into the four attributes. The generated 3D Gaussians can be finally rendered at 705 frames per second. Extensive experiments demonstrate the superiority of our method over existing methods. Also, BrightDreamer possesses a strong semantic understanding capability even for complex text prompts. The project code is available at https://vlislab22.github.io/BrightDreamer.

  • 2 authors
·
Mar 17, 2024

GN0: Toward a Unified Paradigm for Generation, Evaluation, and Policy Learning in Visual-Language Navigation

Embodied navigation connects intelligent agents with the physical world and is fundamental for general robotic intelligence. Limited availability and quality of navigation data have constrained Vision-and-Language Navigation (VLN) systems' generalization and long-horizon capabilities. To address this, we curate diverse 3D scenes and develop an automated pipeline for large-scale navigation data, resulting in the GN-Matrix dataset. Building on a 3D Gaussian Splatting (3DGS) engine, we introduce a high-fidelity simulation platform supporting interactive roaming and collision-aware navigation. We further propose GN-Bench, the first BEV-based benchmark incorporating dynamic 3DGS avatars for human-robot interaction evaluation. To leverage the simulator, we develop an RL-driven navigation foundation model, Break and Establish (BAE). After supervised learning, DAgger exposes the model to rollout-induced states, breaking narrow expert-centric distributions and enabling downstream RL exploration. This unified VLN paradigm integrates map-based and map-free tasks, including instruction following, human following, and goal navigation. GN-BAE formalizes high-fidelity 3DGS-rendered Bird's Eye View representations as compact memory, unlocking latent spatial reasoning in VLMs. Extensive evaluations on GN-Bench and VLN-CE show that GN0 outperforms state-of-the-art VLN methods. Overall, GN-Matrix offers a unified framework spanning data, simulation, and learning, advancing embodied navigation in research and industrial applications.

  • 13 authors
·
Jun 1

UVGS: Reimagining Unstructured 3D Gaussian Splatting using UV Mapping

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.

  • 7 authors
·
Feb 3, 2025

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.

  • 5 authors
·
Jul 21, 2024 2

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.

  • 4 authors
·
Feb 3, 2025

PropMolFlow: Property-guided Molecule Generation with Geometry-Complete Flow Matching

Molecule generation is advancing rapidly in chemical discovery and drug design. Flow matching methods have recently set the state of the art (SOTA) in unconditional molecule generation, surpassing score-based diffusion models. However, diffusion models still lead in property-guided generation. In this work, we introduce PropMolFlow, a novel approach for property-guided molecule generation based on geometry-complete SE(3)-equivariant flow matching. Integrating five different property embedding methods with a Gaussian expansion of scalar properties, PropMolFlow outperforms previous SOTA diffusion models in conditional molecule generation across various properties while preserving the stability and validity of the generated molecules, consistent with its unconditional counterpart. Additionally, it enables faster inference with significantly fewer time steps compared to baseline models. We highlight the importance of validating the properties of generated molecules through DFT calculations performed at the same level of theory as the training data. Specifically, our analysis identifies properties that require DFT validation and others where a pretrained SE(3) geometric vector perceptron regressors provide sufficiently accurate predictions on generated molecules. Furthermore, we introduce a new property metric designed to assess the model's ability to propose molecules with underrepresented property values, assessing its capacity for out-of-distribution generalization. Our findings reveal shortcomings in existing structural metrics, which mistakenly validate open-shell molecules or molecules with invalid valence-charge configurations, underscoring the need for improved evaluation frameworks. Overall, this work paves the way for developing targeted property-guided generation methods, enhancing the design of molecular generative models for diverse applications.

  • 9 authors
·
May 27, 2025

OmniPhysGS: 3D Constitutive Gaussians for General Physics-Based Dynamics Generation

Recently, significant advancements have been made in the reconstruction and generation of 3D assets, including static cases and those with physical interactions. To recover the physical properties of 3D assets, existing methods typically assume that all materials belong to a specific predefined category (e.g., elasticity). However, such assumptions ignore the complex composition of multiple heterogeneous objects in real scenarios and tend to render less physically plausible animation given a wider range of objects. We propose OmniPhysGS for synthesizing a physics-based 3D dynamic scene composed of more general objects. A key design of OmniPhysGS is treating each 3D asset as a collection of constitutive 3D Gaussians. For each Gaussian, its physical material is represented by an ensemble of 12 physical domain-expert sub-models (rubber, metal, honey, water, etc.), which greatly enhances the flexibility of the proposed model. In the implementation, we define a scene by user-specified prompts and supervise the estimation of material weighting factors via a pretrained video diffusion model. Comprehensive experiments demonstrate that OmniPhysGS achieves more general and realistic physical dynamics across a broader spectrum of materials, including elastic, viscoelastic, plastic, and fluid substances, as well as interactions between different materials. Our method surpasses existing methods by approximately 3% to 16% in metrics of visual quality and text alignment.

  • 4 authors
·
Jan 31, 2025

A Survey on 3D Gaussian Splatting

3D Gaussian splatting (GS) has recently emerged as a transformative technique in the realm of explicit radiance field and computer graphics. This innovative approach, characterized by the utilization of millions of learnable 3D Gaussians, represents a significant departure from mainstream neural radiance field approaches, which predominantly use implicit, coordinate-based models to map spatial coordinates to pixel values. 3D GS, with its explicit scene representation and differentiable rendering algorithm, not only promises real-time rendering capability but also introduces unprecedented levels of editability. This positions 3D GS as a potential game-changer for the next generation of 3D reconstruction and representation. In the present paper, we provide the first systematic overview of the recent developments and critical contributions in the domain of 3D GS. We begin with a detailed exploration of the underlying principles and the driving forces behind the emergence of 3D GS, laying the groundwork for understanding its significance. A focal point of our discussion is the practical applicability of 3D GS. By enabling unprecedented rendering speed, 3D GS opens up a plethora of applications, ranging from virtual reality to interactive media and beyond. This is complemented by a comparative analysis of leading 3D GS models, evaluated across various benchmark tasks to highlight their performance and practical utility. The survey concludes by identifying current challenges and suggesting potential avenues for future research in this domain. Through this survey, we aim to provide a valuable resource for both newcomers and seasoned researchers, fostering further exploration and advancement in applicable and explicit radiance field representation.

  • 2 authors
·
Jan 8, 2024