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Andrea Tagliasacchi

Publications and source records attributed to Andrea Tagliasacchi.

At least 19 recordsLinked to original sources

ORBIT++: Benchmarking SfM in the Wild with 360° Video

Structure-from-Motion (SfM) is a cornerstone of 3D perception, yet current methods often fail when applied to complex videos involving challenging camera motions or dynamic scenes. Compounding the problem, the field lacks reliable ground-truth benchmarks for such difficult scenarios, making it hard to gauge real-world progress or to pinpoint where improvements are most needed. To address this gap, we introduce a new benchmark for evaluating camera pose estimation. Our key insight is to leverage online panoramic 360° video as a source of data from which to construct challenging clips, while still enabling robust ground-truth trajectory recovery. The panoramic nature of these videos provides richer visual context for tracking camera motion, even when parts of the view are affected by blur, motion, or dynamic objects. After tracking camera motion across full 360° videos, we crop and reproject selected portions to generate perspective-view clips that serve as our benchmark, called ORBIT. Experiments show that COLMAP, as well as recent optimization-based and feed-forward SfM methods struggle to accurately estimate camera poses on our benchmark. Hence, ORBIT provides a valuable testbed where researchers can meaningfully measure progress on truly challenging, real-world SfM problems.

cs.CV

360Anything: Geometry-Free Lifting of Images and Videos to 360°

Lifting perspective images and videos to 360° panoramas enables immersive 3D world generation. Existing approaches often rely on explicit geometric alignment between the perspective and the equirectangular projection (ERP) space. Yet, this requires known camera metadata, obscuring the application to in-the-wild data where such calibration is typically absent or noisy. We propose 360Anything, a geometry-free framework built upon pre-trained diffusion transformers. By treating the perspective input and the panorama target simply as token sequences, 360Anything learns the perspective-to-equirectangular mapping in a purely data-driven way, eliminating the need for camera information. Our approach achieves state-of-the-art performance on both image and video perspective-to-360° generation, outperforming prior works that use ground-truth camera information. We also trace the root cause of the seam artifacts at ERP boundaries to zero-padding in the VAE encoder, and introduce Circular Latent Encoding to facilitate seamless generation. Finally, we show competitive results in zero-shot camera FoV and orientation estimation benchmarks, demonstrating 360Anything's deep geometric understanding and broader utility in computer vision tasks. Additional results are available at https://360anything.github.io/.

cs.CV

Semantic Foam: Unifying Spatial and Semantic Scene Decomposition

Modern scene reconstruction methods, such as 3D Gaussian Splatting, deliver photo-realistic novel view synthesis at real-time speeds, yet their adoption in interactive graphics applications has been limited. A major bottleneck is the difficulty of interacting with these representations compared to traditional, human-authored 3D assets. While previous research has attempted to impose semantic decomposition on these models, significant challenges remain regarding segmentation quality and consistency. To address this, we introduce Semantic Foam, extending the recently proposed Radiant Foam representations to semantic decomposition tasks. Our approach integrates the natural spatial volumetric decomposition of Radiant Foam's Voronoi mesh with an explicit semantic feature field parameterized at the cell level. This explicit structure enables direct spatial regularization, which prevents artifacts caused by occlusion or inconsistent supervision across views - common pitfalls for other point-based representations. Experimental results show that our method achieves comparable or superior object-level segmentation performance compared to state-of-the-art methods like Gaussian Grouping and SAGA.

cs.CV

Spherical Voronoi: Directional Appearance as a Differentiable Partition of the Sphere

Radiance field methods (e.g. 3D Gaussian Splatting) have emerged as a powerful paradigm for novel view synthesis, yet their appearance modeling often relies on Spherical Harmonics (SH), which impose fundamental limitations. SH struggle with high-frequency signals, exhibit Gibbs ringing artifacts, and fail to capture specular reflections - a key component of realistic rendering. Although alternatives like spherical Gaussians offer improvements, they add significant optimization complexity. We propose Spherical Voronoi (SV) as a unified framework for appearance representation in 3D Gaussian Splatting. SV partitions the directional domain into learnable regions with smooth boundaries, providing an intuitive and stable parameterization for view-dependent effects. For diffuse appearance, SV achieves competitive results while keeping optimization simpler than existing alternatives. For reflections - where SH fail - we leverage SV as learnable reflection probes, taking reflected directions as input following principles from classical graphics. This formulation attains state-of-the-art results on synthetic and real-world datasets, demonstrating that SV offers a principled, efficient, and general solution for appearance modeling in explicit 3D representations. Project page: https://sphericalvoronoi.github.io/

cs.CV

Remember to be Curious: Episodic Context and Persistent Worlds for 3D Exploration

Exploration is a prerequisite for learning useful behaviors in sparse-reward, long-horizon tasks, particularly within 3D environments. Curiosity-driven reinforcement learning addresses this via intrinsic rewards derived from the mismatch between the agent's predictive model of the world and reality. However, translating this intrinsic motivation to complex, photorealistic environments remains difficult, as agents can become trapped in local loops and receive fresh rewards for revisiting forgotten states. In this work, we demonstrate that this failure stems from a lack of spatial persistence and episodic context. We show that effective curiosity requires a model of the world that is persistent and continuously updated, paired with an agent that maintains an episodic trajectory history to navigate toward novel regions. We achieve this using an online 3D reconstruction as a persistent model of the world, while the agent policy is parameterized as a sequence model over RGB observations to maintain episodic context. This design enables effective exploration during training while allowing the agent to navigate using solely RGB frames at deployment. Trained purely via curiosity on HM3D, our agent outperforms RL-based active mapping baselines and generalizes zero-shot to Gibson and AI-generated worlds. Our end-to-end policy enables efficient adaptation to downstream tasks, such as apple picking and image-goal navigation, outperforming from-scratch baselines. Please see video results at https://recuriosity.github.io/.

cs.LG

Power Foam: Unifying Real-Time Differentiable Ray Tracing and Rasterization

We introduce a differentiable 3D representation that unifies the ray tracing capabilities of foam-based ray tracing with the efficiency of modern rasterization pipelines. While prior foam representations enable constant-time ray traversal through an explicit volumetric partition of space, their potentially unbounded cells hinder efficient tile-based rasterization. We address this limitation by generalizing Voronoi foams to bounded power diagrams with controllable cell extents, enabling spatially bounded primitives without requiring expensive Delaunay triangulations during training. We further introduce an oriented surface formulation that explicitly models interfaces between interior and exterior regions, and decouple geometry from appearance by embedding differentiable texture directly on these surfaces. Together, these contributions yield a representation that preserves state-of-the-art ray tracing efficiency while achieving rasterization performance competitive with current generation 3DGS, providing a practical path toward unified real-time differentiable rendering.

cs.GR

Free-Range Gaussians: Non-Grid-Aligned Generative 3D Gaussian Reconstruction

We present Free-Range Gaussians, a multi-view reconstruction method that predicts non-pixel, non-voxel-aligned 3D Gaussians from as few as four images. This is done through flow matching over Gaussian parameters. Our generative formulation of reconstruction allows the model to be supervised with non-grid-aligned 3D data, and enables it to synthesize plausible content in unobserved regions. Thus, it improves on prior methods that produce highly redundant grid-aligned Gaussians, and suffer from holes or blurry conditional means in unobserved regions. To handle the number of Gaussians needed for high-quality results, we introduce a hierarchical patching scheme to group spatially related Gaussians into joint transformer tokens, halving the sequence length while preserving structure. We further propose a timestep-weighted rendering loss during training, and photometric gradient guidance and classifier-free guidance at inference to improve fidelity. Experiments on Objaverse and Google Scanned Objects show consistent improvements over pixel and voxel-aligned methods while using significantly fewer Gaussians, with large gains when input views leave parts of the object unobserved.

cs.CV

FullCircle: Effortless 3D Reconstruction from Casual 360$^\circ$ Captures

Radiance fields have emerged as powerful tools for 3D scene reconstruction. However, casual capture remains challenging due to the narrow field of view of perspective cameras, which limits viewpoint coverage and feature correspondences necessary for reliable camera calibration and reconstruction. While commercially available 360$^\circ$ cameras offer significantly broader coverage than perspective cameras for the same capture effort, existing 360$^\circ$ reconstruction methods require special capture protocols and pre-processing steps that undermine the promise of radiance fields: effortless workflows to capture and reconstruct 3D scenes. We propose a practical pipeline for reconstructing 3D scenes directly from raw 360$^\circ$ camera captures. We require no special capture protocols or pre-processing, and exhibit robustness to a prevalent source of reconstruction errors: the human operator that is visible in all 360$^\circ$ imagery. To facilitate evaluation, we introduce a multi-tiered dataset of scenes captured as raw dual-fisheye images, establishing a benchmark for robust casual 360$^\circ$ reconstruction. Our method significantly outperforms not only vanilla 3DGS for 360$^\circ$ cameras but also robust perspective baselines when perspective cameras are simulated from the same capture, demonstrating the advantages of 360$^\circ$ capture for casual reconstruction. Additional results are available at: https://theialab.github.io/fullcircle

cs.CV

Grow with the Flow: 4D Reconstruction of Growing Plants with Gaussian Flow Fields

Modeling the time-varying 3D appearance of plants during growth poses unique challenges: unlike most dynamic scenes, plants continuously generate new geometry as they expand, branch, and differentiate. Existing dynamic scene representations are ill-suited to this setting: deformation fields provide insufficient constraints to yield physically plausible scene dynamics, and 4D Gaussian splatting represents the same physical structures with different Gaussian primitives at different times, breaking temporal consistency. We introduce GrowFlow, a dynamic representation that couples 3D Gaussian primitives with a neural ordinary differential equation to model plant growth as a continuous flow field over geometric parameters (position, scale, and orientation). Our representation enables consistent appearance rendering and models nonlinear, continuous-time growth dynamics with full temporal correspondences for every primitive. To initialize a sufficient set of Gaussian primitives, we first reconstruct the mature plant and then learn a reverse-growth process, effectively simulating the plant's developmental history in reverse. GrowFlow achieves superior image quality and geometric coherence compared to prior methods on a new, multi-view timelapse dataset of plant growth, and provides the first temporally coherent representation for appearance modeling of growing 3D structures.

cs.CV

Untwisting RoPE: Frequency Control for Shared Attention in DiTs

Positional encodings are essential to transformer-based generative models, yet their behavior in multimodal and attention-sharing settings is not fully understood. In this work, we present a principled analysis of Rotary Positional Embeddings (RoPE), showing that RoPE naturally decomposes into frequency components with distinct positional sensitivities. We demonstrate that this frequency structure explains why shared-attention mechanisms, where a target image is generated while attending to tokens from a reference image, can lead to reference copying, in which the model reproduces content from the reference instead of extracting only its stylistic cues. Our analysis reveals that the high-frequency components of RoPE dominate the attention computation, forcing queries to attend mainly to spatially aligned reference tokens and thereby inducing this unintended copying behavior. Building on these insights, we introduce a method for selectively modulating RoPE frequency bands so that attention reflects semantic similarity rather than strict positional alignment. Applied to modern transformer-based diffusion architectures, where all tokens share attention, this modulation restores stable and meaningful shared attention. As a result, it enables effective control over the degree of style transfer versus content copying, yielding a proper style-aligned generation process in which stylistic attributes are transferred without duplicating reference content.

cs.GR

Hierarchical Transformers for Unsupervised 3D Shape Abstraction

We introduce HiT, a novel hierarchical neural field representation for 3D shapes that learns general hierarchies in a coarse-to-fine manner across different shape categories in an unsupervised setting. Our key contribution is a hierarchical transformer (HiT), where each level learns parent-child relationships of the tree hierarchy using a compressed codebook. This codebook enables the network to automatically identify common substructures across potentially diverse shape categories. Unlike previous works that constrain the task to a fixed hierarchical structure (e.g., binary), we impose no such restriction, except for limiting the total number of nodes at each tree level. This flexibility allows our method to infer the hierarchical structure directly from data, over multiple shape categories, and representing more general and complex hierarchies than prior approaches. When trained at scale with a reconstruction loss, our model captures meaningful containment relationships between parent and child nodes. We demonstrate its effectiveness through an unsupervised shape segmentation task over all 55 ShapeNet categories, where our method successfully segments shapes into multiple levels of granularity.

cs.CV

Nexels: Neurally-Textured Surfels for Real-Time Novel View Synthesis with Sparse Geometries

Though Gaussian splatting has achieved impressive results in novel view synthesis, it requires millions of primitives to model highly textured scenes, even when the geometry of the scene is simple. We propose a representation that goes beyond point-based rendering and decouples geometry and appearance in order to achieve a compact representation. We use surfels for geometry and a combination of a global neural field and per-primitive colours for appearance. The neural field textures a fixed number of primitives for each pixel, ensuring that the added compute is low. Our representation matches the perceptual quality of 3D Gaussian splatting while using $9.7\times$ fewer primitives and $5.5\times$ less memory on outdoor scenes and using $31\times$ fewer primitives and $3.7\times$ less memory on indoor scenes. Our representation also renders twice as fast as existing textured primitives while improving upon their visual quality.

cs.CV

MeshSplatting: Differentiable Rendering with Opaque Meshes

Primitive-based splatting methods like 3D Gaussian Splatting have revolutionized novel view synthesis with real-time rendering. However, their point-based representations remain incompatible with mesh-based pipelines that power AR/VR and game engines. We present MeshSplatting, a mesh-based reconstruction approach that jointly optimizes geometry and appearance through differentiable rendering. By enforcing connectivity via restricted Delaunay triangulation and refining surface consistency, MeshSplatting creates end-to-end smooth, visually high-quality meshes that render efficiently in real-time 3D engines. On Mip-NeRF360, it boosts PSNR by +0.69 dB over the current state-of-the-art MiLo for mesh-based novel view synthesis, while training 2x faster and using 2x less memory, bridging neural rendering and interactive 3D graphics for seamless real-time scene interaction. The project page is available at https://meshsplatting.github.io/.

cs.CV

Griffin: Generative Reference and Layout Guided Image Composition

Text-to-image models have achieved a level of realism that enables the generation of highly convincing images. However, text-based control can be a limiting factor when more explicit guidance is needed. Defining both the content and its precise placement within an image is crucial for achieving finer control. In this work, we address the challenge of multi-image layout control, where the desired content is specified through images rather than text, and the model is guided on where to place each element. Our approach is training-free, requires a single image per reference, and provides explicit and simple control for object and part-level composition. We demonstrate its effectiveness across various image composition tasks.

cs.CV

Triangle Splatting+: Differentiable Rendering with Opaque Triangles

Reconstructing 3D scenes and synthesizing novel views has seen rapid progress in recent years. Neural Radiance Fields demonstrated that continuous volumetric radiance fields can achieve high-quality image synthesis, but their long training and rendering times limit practicality. 3D Gaussian Splatting (3DGS) addressed these issues by representing scenes with millions of Gaussians, enabling real-time rendering and fast optimization. However, Gaussian primitives are not natively compatible with the mesh-based pipelines used in VR headsets, and real-time graphics applications. Existing solutions attempt to convert Gaussians into meshes through post-processing or two-stage pipelines, which increases complexity and degrades visual quality. In this work, we introduce Triangle Splatting+, which directly optimizes triangles, the fundamental primitive of computer graphics, within a differentiable splatting framework. We formulate triangle parametrization to enable connectivity through shared vertices, and we design a training strategy that enforces opaque triangles. The final output is immediately usable in standard graphics engines without post-processing. Experiments on the Mip-NeRF360 and Tanks & Temples datasets show that Triangle Splatting+achieves state-of-the-art performance in mesh-based novel view synthesis. Our method surpasses prior splatting approaches in visual fidelity while remaining efficient and fast to training. Moreover, the resulting semi-connected meshes support downstream applications such as physics-based simulation or interactive walkthroughs. The project page is https://trianglesplatting2.github.io/trianglesplatting2/.

cs.CV

3D Gaussian Flats: Hybrid 2D/3D Photometric Scene Reconstruction

Recent advances in radiance fields and novel view synthesis enable creation of realistic digital twins from photographs. However, current methods struggle with flat, texture-less surfaces, creating uneven and semi-transparent reconstructions, due to an ill-conditioned photometric reconstruction objective. Surface reconstruction methods solve this issue but sacrifice visual quality. We propose a novel hybrid 2D/3D representation that jointly optimizes constrained planar (2D) Gaussians for modeling flat surfaces and freeform (3D) Gaussians for the rest of the scene. Our end-to-end approach dynamically detects and refines planar regions, improving both visual fidelity and geometric accuracy. It achieves state-of-the-art depth estimation on ScanNet++ and ScanNetv2, and excels at mesh extraction without overfitting to a specific camera model, showing its effectiveness in producing high-quality reconstruction of indoor scenes.

cs.CV

Lyra: Generative 3D Scene Reconstruction via Video Diffusion Model Self-Distillation

The ability to generate virtual environments is crucial for applications ranging from gaming to physical AI domains such as robotics, autonomous driving, and industrial AI. Current learning-based 3D reconstruction methods rely on the availability of captured real-world multi-view data, which is not always readily available. Recent advancements in video diffusion models have shown remarkable imagination capabilities, yet their 2D nature limits the applications to simulation where a robot needs to navigate and interact with the environment. In this paper, we propose a self-distillation framework that aims to distill the implicit 3D knowledge in the video diffusion models into an explicit 3D Gaussian Splatting (3DGS) representation, eliminating the need for multi-view training data. Specifically, we augment the typical RGB decoder with a 3DGS decoder, which is supervised by the output of the RGB decoder. In this approach, the 3DGS decoder can be purely trained with synthetic data generated by video diffusion models. At inference time, our model can synthesize 3D scenes from either a text prompt or a single image for real-time rendering. Our framework further extends to dynamic 3D scene generation from a monocular input video. Experimental results show that our framework achieves state-of-the-art performance in static and dynamic 3D scene generation.

cs.CV

Weakly Supervised Point Cloud Segmentation via Conservative Propagation of Scene-level Labels

We propose a weakly supervised semantic segmentation method for point clouds that predicts "per-point" labels from just "whole-scene" annotations. The key challenge here is the discrepancy between the target of dense per-point semantic prediction and training losses derived from only scene-level labels. To address this, in addition to the typical weakly-supervised setup that supervises all points with the scene label, we propose to conservatively propagate the scene-level labels to points selectively. Specifically, we over-segment point cloud features via unsupervised clustering in the entire dataset and form primitives. We then associate scene-level labels with primitives through bipartite matching. Then, we allow labels to pass through this primitive-label relationship, while further encouraging features to form narrow clusters around the primitives. Importantly, through bipartite matching, this additional pathway through which labels flow, only propagates scene labels to the most relevant points, reducing the potential negative impact caused by the global approach that existing methods take. We evaluate our method on ScanNet and S3DIS datasets, outperforming the state of the art by a large margin.

cs.CV