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Esa Rahtu

Publications and source records attributed to Esa Rahtu.

At least 19 recordsLinked to original sources

SplatGuide: Geometric Priors from 3D Gaussians for Pose-Free Novel View Synthesis

Generating photorealistic novel views from unposed images requires both 3D geometric understanding and the ability to synthesize unseen content. A natural strategy combines feed-forward 3DGS reconstruction with multi-view diffusion. Yet prior pipelines extract at most one signal from the reconstruction, either pixel rendering or learned features, while none exploits per-Gaussian visibility for occlusion-aware reference selection. This *information disconnect* leaves renderable geometry, visibility cues, and learned features unused. SplatGuide closes this disconnect by reusing a single 3DGS scene across three complementary roles. Rendered images provide pixel-aligned geometric conditioning. Per-Gaussian source-view indices are rendered into a target-view voting map for occlusion-aware reference selection. Reconstruction tokens supply feature-level guidance via cross-attention. All three signals derive from the same reconstruction forward pass. Across RealEstate10K, DL3DV, Tanks-and-Temples, and Mip-NeRF 360, SplatGuide achieves state-of-the-art pose-free novel view synthesis. On RealEstate10K, with a moderate number of input views, it surpasses the ground-truth-pose baseline.

cs.CV

GeoMix: Descriptor-Free Visual Localization via Global Context and Multi-Detector Training

Descriptor-free visual localization eliminates high-dimensional descriptor storage, preserves scene privacy, and simplifies map maintenance, yet its accuracy still lags far behind descriptor-based pipelines. We identify this gap to insufficient geometric discriminability in geometry-only matching. Without visual appearance, current methods underutilize local geometry cues, lack the global context among keypoints, and overfit to a single keypoint detector. We further observe that descriptor-free matching naturally enables multi-detector training, as heterogeneous keypoints can be optimized in a shared geometry-only space without aligning descriptor spaces. Building on these insights, we propose GeoMix, a descriptor-free 2D-3D matching framework that strengthens geometric discriminability at three levels. Locally, directional and distance-aware embeddings enrich neighborhood aggregation with fine-grained spatial structure. Globally, learnable context nodes aggregate and redistribute scene-wide information via cross-attention to resolve ambiguities beyond local receptive fields. At the training level, Mix-Training exploits this detector-agnostic geometry space to learn representations across multiple keypoint detectors. Extensive experiments on MegaDepth, Cambridge Landmarks, 7Scenes, and Aachen Day-Night show that GeoMix sets a new state of the art among descriptor-free methods, reducing 75th-percentile rotation error by 89\% and translation error by up to 90\% over the previous best, while generalizing zero-shot to unseen detectors and narrowing the gap to descriptor-based pipelines. Code is available at $\href{https://github.com/YejunZhang/Geomix}{\text{this links}}$.

cs.CV

VolHuMe: a High-Resolution Large Scale Dataset of Volumetric Human Meshes

We introduce VolHuMe, a dataset of high-quality 4D human scans captured with a state-of-the-art volumetric studio using 64 RGB and 32 depth cameras. VolHuMe contains individual captures of 104 subjects and provides extensive ground truth, including SMPL-X, high-resolution meshes, multi-view RGB/depth images, rigged meshes, point clouds, garment segmentation, and detailed hand and facial geometry. Unlike prior datasets that primarily rely on full-body imagery, VolHuMe uses a close-range, high-resolution capture setup that preserves fine-grained body-part details, improving geometric fidelity and texture resolution. We benchmark VolHuMe on state-of-the-art methods across 3D and 4D human reconstruction tasks, showcasing the dataset's quality and exposing the limitations of current evaluation testbeds.

cs.GR

Video Object Segmentation-Aware Audio Generation

Existing multimodal audio generation models often lack precise user control, which limits their applicability in professional Foley workflows. In particular, these models focus on the entire video and do not provide precise methods for prioritizing a specific object within a scene, generating unnecessary background sounds, or focusing on the wrong objects. To address this gap, we introduce the novel task of video object segmentation-aware audio generation, which explicitly conditions sound synthesis on object-level segmentation maps. We present SAGANet, a new multimodal generative model that enables controllable audio generation for musical instruments by leveraging visual segmentation masks along with video and textual cues. Our model provides users with fine-grained and visually localized control over audio generation. To support this task and further research on segmentation-aware Foley, we propose Segmented Music Solos, a benchmark dataset of musical instrument performance videos with segmentation information. Our method demonstrates substantial improvements over current state-of-the-art methods and sets a new standard for controllable, high-fidelity Foley synthesis for musical audio. Code, samples, and Segmented Music Solos are available at https://saganet.notion.site

cs.CV

3D Gaussian Splatting with Fisheye Images: Field of View Analysis and Depth-Based Initialization

We present the first evaluation of 3D Gaussian Splatting methods on real fisheye imagery with fields of view above 180\textdegree{}. Our study evaluates Fisheye-GS \cite{liao2024fisheyegslightweightextensiblegaussian} and 3DGUT \cite{wu20253dgut} on indoor and outdoor scenes captured with 200\textdegree{} fisheye cameras, with the aim of assessing the practicality of wide-angle reconstruction under severe distortion. By comparing reconstructions at 200\textdegree{}, 160\textdegree{}, and 120\textdegree{} field-of-view, we show that both methods achieve their best results at 160\textdegree{}, which balances scene coverage with image quality, while distortion at 200\textdegree{} degrades performance. To address the common failure of Structure-from-Motion (SfM) initialization at such wide angles, we introduce a depth-based alternative using UniK3D (Universal Camera Monocular 3D Estimation) \cite{piccinelli2025unik3d}. This represents the first application of UniK3D to fisheye imagery beyond 200\textdegree{}, despite the model not being trained on such data. With the number of predicted points controlled to match SfM for fairness, UniK3D produces geometrically accurate reconstructions that rival or surpass SfM, even in challenging scenes with fog, glare, or open sky. These results demonstrate the feasibility of fisheye-based 3D Gaussian Splatting and provides a benchmark for future research on wide-angle reconstruction from sparse and distorted inputs.

cs.CV

FIORD: A Fisheye Indoor-Outdoor Dataset with LIDAR Ground Truth for 3D Scene Reconstruction and Benchmarking

The development of large-scale 3D scene reconstruction and novel view synthesis methods mostly rely on datasets comprising perspective images with narrow fields of view (FoV). While effective for small-scale scenes, these datasets require large image sets and extensive structure-from-motion (SfM) processing, limiting scalability. To address this, we introduce a fisheye image dataset tailored for scene reconstruction tasks. Using dual 200-degree fisheye lenses, our dataset provides full 360-degree coverage of 5 indoor and 5 outdoor scenes. Each scene has sparse SfM point clouds and precise LIDAR-derived dense point clouds that can be used as geometric ground-truth, enabling robust benchmarking under challenging conditions such as occlusions and reflections. While the baseline experiments focus on vanilla Gaussian Splatting and NeRF based Nerfacto methods, the dataset supports diverse approaches for scene reconstruction, novel view synthesis, and image-based rendering.

cs.CV

AGS-Mesh: Adaptive Gaussian Splatting and Meshing with Geometric Priors for Indoor Room Reconstruction Using Smartphones

Geometric priors are often used to enhance 3D reconstruction. With many smartphones featuring low-resolution depth sensors and the prevalence of off-the-shelf monocular geometry estimators, incorporating geometric priors as regularization signals has become common in 3D vision tasks. However, the accuracy of depth estimates from mobile devices is typically poor for highly detailed geometry, and monocular estimators often suffer from poor multi-view consistency and precision. In this work, we propose an approach for joint surface depth and normal refinement of Gaussian Splatting methods for accurate 3D reconstruction of indoor scenes. We develop supervision strategies that adaptively filters low-quality depth and normal estimates by comparing the consistency of the priors during optimization. We mitigate regularization in regions where prior estimates have high uncertainty or ambiguities. Our filtering strategy and optimization design demonstrate significant improvements in both mesh estimation and novel-view synthesis for both 3D and 2D Gaussian Splatting-based methods on challenging indoor room datasets. Furthermore, we explore the use of alternative meshing strategies for finer geometry extraction. We develop a scale-aware meshing strategy inspired by TSDF and octree-based isosurface extraction, which recovers finer details from Gaussian models compared to other commonly used open-source meshing tools. Our code is released in https://xuqianren.github.io/ags_mesh_website/.

cs.CV

Temporally Aligned Audio for Video with Autoregression

We introduce V-AURA, the first autoregressive model to achieve high temporal alignment and relevance in video-to-audio generation. V-AURA uses a high-framerate visual feature extractor and a cross-modal audio-visual feature fusion strategy to capture fine-grained visual motion events and ensure precise temporal alignment. Additionally, we propose VisualSound, a benchmark dataset with high audio-visual relevance. VisualSound is based on VGGSound, a video dataset consisting of in-the-wild samples extracted from YouTube. During the curation, we remove samples where auditory events are not aligned with the visual ones. V-AURA outperforms current state-of-the-art models in temporal alignment and semantic relevance while maintaining comparable audio quality. Code, samples, VisualSound and models are available at https://v-aura.notion.site

cs.CV

UDGS-SLAM : UniDepth Assisted Gaussian Splatting for Monocular SLAM

Recent advancements in monocular neural depth estimation, particularly those achieved by the UniDepth network, have prompted the investigation of integrating UniDepth within a Gaussian splatting framework for monocular SLAM. This study presents UDGS-SLAM, a novel approach that eliminates the necessity of RGB-D sensors for depth estimation within Gaussian splatting framework. UDGS-SLAM employs statistical filtering to ensure local consistency of the estimated depth and jointly optimizes camera trajectory and Gaussian scene representation parameters. The proposed method achieves high-fidelity rendered images and low ATERMSE of the camera trajectory. The performance of UDGS-SLAM is rigorously evaluated using the TUM RGB-D dataset and benchmarked against several baseline methods, demonstrating superior performance across various scenarios. Additionally, an ablation study is conducted to validate design choices and investigate the impact of different network backbone encoders on system performance.

cs.CV

DN-Splatter: Depth and Normal Priors for Gaussian Splatting and Meshing

High-fidelity 3D reconstruction of common indoor scenes is crucial for VR and AR applications. 3D Gaussian splatting, a novel differentiable rendering technique, has achieved state-of-the-art novel view synthesis results with high rendering speeds and relatively low training times. However, its performance on scenes commonly seen in indoor datasets is poor due to the lack of geometric constraints during optimization. In this work, we explore the use of readily accessible geometric cues to enhance Gaussian splatting optimization in challenging, ill-posed, and textureless scenes. We extend 3D Gaussian splatting with depth and normal cues to tackle challenging indoor datasets and showcase techniques for efficient mesh extraction. Specifically, we regularize the optimization procedure with depth information, enforce local smoothness of nearby Gaussians, and use off-the-shelf monocular networks to achieve better alignment with the true scene geometry. We propose an adaptive depth loss based on the gradient of color images, improving depth estimation and novel view synthesis results over various baselines. Our simple yet effective regularization technique enables direct mesh extraction from the Gaussian representation, yielding more physically accurate reconstructions of indoor scenes.

cs.CV

Gaussian Splatting on the Move: Blur and Rolling Shutter Compensation for Natural Camera Motion

High-quality scene reconstruction and novel view synthesis based on Gaussian Splatting (3DGS) typically require steady, high-quality photographs, often impractical to capture with handheld cameras. We present a method that adapts to camera motion and allows high-quality scene reconstruction with handheld video data suffering from motion blur and rolling shutter distortion. Our approach is based on detailed modelling of the physical image formation process and utilizes velocities estimated using visual-inertial odometry (VIO). Camera poses are considered non-static during the exposure time of a single image frame and camera poses are further optimized in the reconstruction process. We formulate a differentiable rendering pipeline that leverages screen space approximation to efficiently incorporate rolling-shutter and motion blur effects into the 3DGS framework. Our results with both synthetic and real data demonstrate superior performance in mitigating camera motion over existing methods, thereby advancing 3DGS in naturalistic settings.

cs.CV

GS-Pose: Generalizable Segmentation-based 6D Object Pose Estimation with 3D Gaussian Splatting

This paper introduces GS-Pose, a unified framework for localizing and estimating the 6D pose of novel objects. GS-Pose begins with a set of posed RGB images of a previously unseen object and builds three distinct representations stored in a database. At inference, GS-Pose operates sequentially by locating the object in the input image, estimating its initial 6D pose using a retrieval approach, and refining the pose with a render-and-compare method. The key insight is the application of the appropriate object representation at each stage of the process. In particular, for the refinement step, we leverage 3D Gaussian splatting, a novel differentiable rendering technique that offers high rendering speed and relatively low optimization time. Off-the-shelf toolchains and commodity hardware, such as mobile phones, can be used to capture new objects to be added to the database. Extensive evaluations on the LINEMOD and OnePose-LowTexture datasets demonstrate excellent performance, establishing the new state-of-the-art. Project page: https://dingdingcai.github.io/gs-pose.

cs.CV

Synchformer: Efficient Synchronization from Sparse Cues

Our objective is audio-visual synchronization with a focus on 'in-the-wild' videos, such as those on YouTube, where synchronization cues can be sparse. Our contributions include a novel audio-visual synchronization model, and training that decouples feature extraction from synchronization modelling through multi-modal segment-level contrastive pre-training. This approach achieves state-of-the-art performance in both dense and sparse settings. We also extend synchronization model training to AudioSet a million-scale 'in-the-wild' dataset, investigate evidence attribution techniques for interpretability, and explore a new capability for synchronization models: audio-visual synchronizability.

cs.CV

NN-VVC: Versatile Video Coding boosted by self-supervisedly learned image coding for machines

The recent progress in artificial intelligence has led to an ever-increasing usage of images and videos by machine analysis algorithms, mainly neural networks. Nonetheless, compression, storage and transmission of media have traditionally been designed considering human beings as the viewers of the content. Recent research on image and video coding for machine analysis has progressed mainly in two almost orthogonal directions. The first is represented by end-to-end (E2E) learned codecs which, while offering high performance on image coding, are not yet on par with state-of-the-art conventional video codecs and lack interoperability. The second direction considers using the Versatile Video Coding (VVC) standard or any other conventional video codec (CVC) together with pre- and post-processing operations targeting machine analysis. While the CVC-based methods benefit from interoperability and broad hardware and software support, the machine task performance is often lower than the desired level, particularly in low bitrates. This paper proposes a hybrid codec for machines called NN-VVC, which combines the advantages of an E2E-learned image codec and a CVC to achieve high performance in both image and video coding for machines. Our experiments show that the proposed system achieved up to -43.20% and -26.8% Bj{\o}ntegaard Delta rate reduction over VVC for image and video data, respectively, when evaluated on multiple different datasets and machine vision tasks. To the best of our knowledge, this is the first research paper showing a hybrid video codec that outperforms VVC on multiple datasets and multiple machine vision tasks.

eess.IV

Bridging the gap between image coding for machines and humans

Image coding for machines (ICM) aims at reducing the bitrate required to represent an image while minimizing the drop in machine vision analysis accuracy. In many use cases, such as surveillance, it is also important that the visual quality is not drastically deteriorated by the compression process. Recent works on using neural network (NN) based ICM codecs have shown significant coding gains against traditional methods; however, the decompressed images, especially at low bitrates, often contain checkerboard artifacts. We propose an effective decoder finetuning scheme based on adversarial training to significantly enhance the visual quality of ICM codecs, while preserving the machine analysis accuracy, without adding extra bitcost or parameters at the inference phase. The results show complete removal of the checkerboard artifacts at the negligible cost of -1.6% relative change in task performance score. In the cases where some amount of artifacts is tolerable, such as when machine consumption is the primary target, this technique can enhance both pixel-fidelity and feature-fidelity scores without losing task performance.

eess.IV

MuSHRoom: Multi-Sensor Hybrid Room Dataset for Joint 3D Reconstruction and Novel View Synthesis

Metaverse technologies demand accurate, real-time, and immersive modeling on consumer-grade hardware for both non-human perception (e.g., drone/robot/autonomous car navigation) and immersive technologies like AR/VR, requiring both structural accuracy and photorealism. However, there exists a knowledge gap in how to apply geometric reconstruction and photorealism modeling (novel view synthesis) in a unified framework. To address this gap and promote the development of robust and immersive modeling and rendering with consumer-grade devices, we propose a real-world Multi-Sensor Hybrid Room Dataset (MuSHRoom). Our dataset presents exciting challenges and requires state-of-the-art methods to be cost-effective, robust to noisy data and devices, and can jointly learn 3D reconstruction and novel view synthesis instead of treating them as separate tasks, making them ideal for real-world applications. We benchmark several famous pipelines on our dataset for joint 3D mesh reconstruction and novel view synthesis. Our dataset and benchmark show great potential in promoting the improvements for fusing 3D reconstruction and high-quality rendering in a robust and computationally efficient end-to-end fashion. The dataset and code are available at the project website: https://xuqianren.github.io/publications/MuSHRoom/.

cs.CV

Toward Verifiable and Reproducible Human Evaluation for Text-to-Image Generation

Human evaluation is critical for validating the performance of text-to-image generative models, as this highly cognitive process requires deep comprehension of text and images. However, our survey of 37 recent papers reveals that many works rely solely on automatic measures (e.g., FID) or perform poorly described human evaluations that are not reliable or repeatable. This paper proposes a standardized and well-defined human evaluation protocol to facilitate verifiable and reproducible human evaluation in future works. In our pilot data collection, we experimentally show that the current automatic measures are incompatible with human perception in evaluating the performance of the text-to-image generation results. Furthermore, we provide insights for designing human evaluation experiments reliably and conclusively. Finally, we make several resources publicly available to the community to facilitate easy and fast implementations.

cs.CV

FinnWoodlands Dataset

While the availability of large and diverse datasets has contributed to significant breakthroughs in autonomous driving and indoor applications, forestry applications are still lagging behind and new forest datasets would most certainly contribute to achieving significant progress in the development of data-driven methods for forest-like scenarios. This paper introduces a forest dataset called \textit{FinnWoodlands}, which consists of RGB stereo images, point clouds, and sparse depth maps, as well as ground truth manual annotations for semantic, instance, and panoptic segmentation. \textit{FinnWoodlands} comprises a total of 4226 objects manually annotated, out of which 2562 objects (60.6\%) correspond to tree trunks classified into three different instance categories, namely "Spruce Tree", "Birch Tree", and "Pine Tree". Besides tree trunks, we also annotated "Obstacles" objects as instances as well as the semantic stuff classes "Lake", "Ground", and "Track". Our dataset can be used in forestry applications where a holistic representation of the environment is relevant. We provide an initial benchmark using three models for instance segmentation, panoptic segmentation, and depth completion, and illustrate the challenges that such unstructured scenarios introduce.

cs.CV