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Fabian Manhardt

Publications and source records attributed to Fabian Manhardt.

At least 19 recordsLinked to original sources

InstructMesh: Selective Refinement of Generative 3D Models for Fabrication

Recent advances in generative AI allow users to create 3D models from text or images. However, these models prioritize visual plausibility over geometric accuracy, often generating results with flaws that compromise their intended use post-fabrication. We present InstructMesh, an interactive post-generation refinement tool that enables selective repair of generative 3D models through region selection and targeted operations, such as opening or sealing voids, or adjusting local thickness. Users can invoke edit operations via natural language prompts or slider controls. By operating directly on the intermediate latent representation, InstructMesh allows users to apply robust geometric corrections without requiring expert modeling skills. To inform our design, we first analyze common fabrication-related failure modes in outputs from state-of-the-art generative tools. We then conduct two user studies, demonstrating that novices can identify and perform fabrication-relevant repairs on generative outputs using InstructMesh, and revealing user preference for hybrid interfaces that combine slider controls with natural language input.

cs.AI

PointDiT: Pixel-Space Diffusion for Monocular Geometry Estimation

State-of-the-art single-image 3D reconstruction methods often rely on complex hybrid architectures and loss functions, or compress geometry into latent spaces in order to leverage pre-trained latent diffusion models. In this work, we show that such architectural overhead and intricate loss formulations are unnecessary. We introduce a minimalist pixel-space Diffusion Transformer, built on a plain ViT, that operates directly on raw 3D point map patches and is conditioned on image tokens from a pre-trained DINOv3. Unlike existing latent diffusion approaches, we train our diffusion backbone entirely from scratch, eliminating the need for point map tokenizers. Despite its simplicity, our approach surpasses complex latent-based diffusion models while remaining significantly simpler than hybrid alternatives. Notably, it produces sharper geometric structure and is more robust in highly ambiguous regions, such as transparent objects.

cs.CV

FLAT: Feedforward Latent Triangle Splatting for Geometrically Accurate Scene Generation

Generating explorable 3D scenes from a single image requires strong generative priors and accurate geometric representations suitable for downstream use. Current video diffusion models offer high-quality generation and implicitly encode multi-view geometric structure in latent space. However, existing feedforward latent scene decoders typically output volumetric 3D Gaussians that lack a well-defined surface, limiting their use in simulation or standard graphics pipelines. This motivates decoding surface-aligned primitives that are not only renderable but also closer to explicit geometric assets. We ask whether compressed video diffusion latents can be mapped directly to explicit surface primitives in a single pass. To this end, we introduce FLAT and, for the first time, show that triangle splats can be decoded directly from video diffusion latents. Compared with decoding 3D Gaussians, predicting flat primitives is notoriously more challenging due to high sensitivity to primitive orientations, oftentimes leading to poor gradient flow. FLAT solves with two key ingredients: a ray-centered rotation parameterization for triangle regression and a novel product window function that improves gradient flow during differentiable triangle rendering. On standard benchmarks, FLAT achieves significantly better geometric accuracy while maintaining competitive visual quality compared to state-of-the-art feedforward baselines. We further show that a lightweight test-time refinement step converts the predicted triangle soup into a fully opaque, game-engine-ready representation that supports real-time rendering. By evaluating 3DGS, 2DGS, and triangle splatting variants under an identical training setup, we provide the first systematic analysis of representation tradeoffs in feedforward scene generation. The project page is available at https://flat-splat.github.io

cs.CV

Stepper: Stepwise Immersive Scene Generation with Multiview Panoramas

The synthesis of immersive 3D scenes from text is rapidly maturing, driven by novel video generative models and feed-forward 3D reconstruction, with vast potential in AR/VR and world modeling. While panoramic images have proven effective for scene initialization, existing approaches suffer from a trade-off between visual fidelity and explorability: autoregressive expansion suffers from context drift, while panoramic video generation is limited to low resolution. We present Stepper, a unified framework for text-driven immersive 3D scene synthesis that circumvents these limitations via stepwise panoramic scene expansion. Stepper leverages a novel multi-view 360{\deg} diffusion model that enables consistent, high-resolution expansion, coupled with a geometry reconstruction pipeline that enforces geometric coherence. Trained on a new large-scale, multi-view panorama dataset, Stepper achieves state-of-the-art fidelity and structural consistency, outperforming prior approaches, thereby setting a new standard for immersive scene generation.

cs.CV

Epipolar Geometry Improves Video Generation Models

Video generation models have advanced significantly through the latent diffusion transformers trained with rectified flow techniques. Yet these models still struggle with geometric inconsistencies, unstable motion, and visual artifacts that break the illusion of realistic 3D scenes. 3D-consistent video generation could significantly impact numerous downstream applications in generation and reconstruction tasks. We explore how epipolar geometry constraints improve modern video diffusion models. Despite using massive training data, these models fail to capture fundamental geometric principles. We align diffusion models using pairwise epipolar geometry constraints via preference-based optimization, directly addressing unstable trajectories and geometric artifacts through mathematically principled geometric enforcement. Our approach efficiently enforces geometric principles without requiring end-to-end differentiability. Evaluation demonstrates that classical geometric constraints provide more stable optimization signals than modern learned metrics. Training on static scenes with dynamic cameras ensures metric quality while the model generalizes to various dynamic scenes. By bridging data-driven learning with classical computer vision, we reduce epipolar error by 31% and improve human-rated consistency from 54% to 72% without compromising visual quality.

cs.CV

Learning Neural Exposure Fields for View Synthesis

Recent advances in neural scene representations have led to unprecedented quality in 3D reconstruction and view synthesis. Despite achieving high-quality results for common benchmarks with curated data, outputs often degrade for data that contain per image variations such as strong exposure changes, present, e.g., in most scenes with indoor and outdoor areas or rooms with windows. In this paper, we introduce Neural Exposure Fields (NExF), a novel technique for robustly reconstructing 3D scenes with high quality and 3D-consistent appearance from challenging real-world captures. In the core, we propose to learn a neural field predicting an optimal exposure value per 3D point, enabling us to optimize exposure along with the neural scene representation. While capture devices such as cameras select optimal exposure per image/pixel, we generalize this concept and perform optimization in 3D instead. This enables accurate view synthesis in high dynamic range scenarios, bypassing the need of post-processing steps or multi-exposure captures. Our contributions include a novel neural representation for exposure prediction, a system for joint optimization of the scene representation and the exposure field via a novel neural conditioning mechanism, and demonstrated superior performance on challenging real-world data. We find that our approach trains faster than prior works and produces state-of-the-art results on several benchmarks improving by over 55% over best-performing baselines.

cs.CV

LODGE: Level-of-Detail Large-Scale Gaussian Splatting with Efficient Rendering

In this work, we present a novel level-of-detail (LOD) method for 3D Gaussian Splatting that enables real-time rendering of large-scale scenes on memory-constrained devices. Our approach introduces a hierarchical LOD representation that iteratively selects optimal subsets of Gaussians based on camera distance, thus largely reducing both rendering time and GPU memory usage. We construct each LOD level by applying a depth-aware 3D smoothing filter, followed by importance-based pruning and fine-tuning to maintain visual fidelity. To further reduce memory overhead, we partition the scene into spatial chunks and dynamically load only relevant Gaussians during rendering, employing an opacity-blending mechanism to avoid visual artifacts at chunk boundaries. Our method achieves state-of-the-art performance on both outdoor (Hierarchical 3DGS) and indoor (Zip-NeRF) datasets, delivering high-quality renderings with reduced latency and memory requirements.

cs.CV

CubeDiff: Repurposing Diffusion-Based Image Models for Panorama Generation

We introduce a novel method for generating 360{\deg} panoramas from text prompts or images. Our approach leverages recent advances in 3D generation by employing multi-view diffusion models to jointly synthesize the six faces of a cubemap. Unlike previous methods that rely on processing equirectangular projections or autoregressive generation, our method treats each face as a standard perspective image, simplifying the generation process and enabling the use of existing multi-view diffusion models. We demonstrate that these models can be adapted to produce high-quality cubemaps without requiring correspondence-aware attention layers. Our model allows for fine-grained text control, generates high resolution panorama images and generalizes well beyond its training set, whilst achieving state-of-the-art results, both qualitatively and quantitatively. Project page: https://cubediff.github.io/

cs.CV

Mixed Diffusion for 3D Indoor Scene Synthesis

Generating realistic 3D scenes is an area of growing interest in computer vision and robotics. However, creating high-quality, diverse synthetic 3D content often requires expert intervention, making it costly and complex. Recently, efforts to automate this process with learning techniques, particularly diffusion models, have shown significant improvements in tasks like furniture rearrangement. However, applying diffusion models to floor-conditioned indoor scene synthesis remains under-explored. This task is especially challenging as it requires arranging objects in continuous space while selecting from discrete object categories, posing unique difficulties for conventional diffusion methods. To bridge this gap, we present MiDiffusion, a novel mixed discrete-continuous diffusion model designed to synthesize plausible 3D indoor scenes given a floor plan and pre-arranged objects. We represent a scene layout by a 2D floor plan and a set of objects, each defined by category, location, size, and orientation. Our approach uniquely applies structured corruption across mixed discrete semantic and continuous geometric domains, resulting in a better-conditioned problem for denoising. Evaluated on the 3D-FRONT dataset, MiDiffusion outperforms state-of-the-art autoregressive and diffusion models in floor-conditioned 3D scene synthesis. Additionally, it effectively handles partial object constraints via a corruption-and-masking strategy without task-specific training, demonstrating advantages in scene completion and furniture arrangement tasks.

cs.CV

3D scene generation from scene graphs and self-attention

Synthesizing realistic and diverse indoor 3D scene layouts in a controllable fashion opens up applications in simulated navigation and virtual reality. As concise and robust representations of a scene, scene graphs have proven to be well-suited as the semantic control on the generated layout. We present a variant of the conditional variational autoencoder (cVAE) model to synthesize 3D scenes from scene graphs and floor plans. We exploit the properties of self-attention layers to capture high-level relationships between objects in a scene, and use these as the building blocks of our model. Our model, leverages graph transformers to estimate the size, dimension and orientation of the objects in a room while satisfying relationships in the given scene graph. Our experiments shows self-attention layers leads to sparser (7.9x compared to Graphto3D) and more diverse scenes (16%).

cs.CV

HiPose: Hierarchical Binary Surface Encoding and Correspondence Pruning for RGB-D 6DoF Object Pose Estimation

In this work, we present a novel dense-correspondence method for 6DoF object pose estimation from a single RGB-D image. While many existing data-driven methods achieve impressive performance, they tend to be time-consuming due to their reliance on rendering-based refinement approaches. To circumvent this limitation, we present HiPose, which establishes 3D-3D correspondences in a coarse-to-fine manner with a hierarchical binary surface encoding. Unlike previous dense-correspondence methods, we estimate the correspondence surface by employing point-to-surface matching and iteratively constricting the surface until it becomes a correspondence point while gradually removing outliers. Extensive experiments on public benchmarks LM-O, YCB-V, and T-Less demonstrate that our method surpasses all refinement-free methods and is even on par with expensive refinement-based approaches. Crucially, our approach is computationally efficient and enables real-time critical applications with high accuracy requirements.

cs.CV

OpenNeRF: Open Set 3D Neural Scene Segmentation with Pixel-Wise Features and Rendered Novel Views

Large visual-language models (VLMs), like CLIP, enable open-set image segmentation to segment arbitrary concepts from an image in a zero-shot manner. This goes beyond the traditional closed-set assumption, i.e., where models can only segment classes from a pre-defined training set. More recently, first works on open-set segmentation in 3D scenes have appeared in the literature. These methods are heavily influenced by closed-set 3D convolutional approaches that process point clouds or polygon meshes. However, these 3D scene representations do not align well with the image-based nature of the visual-language models. Indeed, point cloud and 3D meshes typically have a lower resolution than images and the reconstructed 3D scene geometry might not project well to the underlying 2D image sequences used to compute pixel-aligned CLIP features. To address these challenges, we propose OpenNeRF which naturally operates on posed images and directly encodes the VLM features within the NeRF. This is similar in spirit to LERF, however our work shows that using pixel-wise VLM features (instead of global CLIP features) results in an overall less complex architecture without the need for additional DINO regularization. Our OpenNeRF further leverages NeRF's ability to render novel views and extract open-set VLM features from areas that are not well observed in the initial posed images. For 3D point cloud segmentation on the Replica dataset, OpenNeRF outperforms recent open-vocabulary methods such as LERF and OpenScene by at least +4.9 mIoU.

cs.CV

SG-Bot: Object Rearrangement via Coarse-to-Fine Robotic Imagination on Scene Graphs

Object rearrangement is pivotal in robotic-environment interactions, representing a significant capability in embodied AI. In this paper, we present SG-Bot, a novel rearrangement framework that utilizes a coarse-to-fine scheme with a scene graph as the scene representation. Unlike previous methods that rely on either known goal priors or zero-shot large models, SG-Bot exemplifies lightweight, real-time, and user-controllable characteristics, seamlessly blending the consideration of commonsense knowledge with automatic generation capabilities. SG-Bot employs a three-fold procedure--observation, imagination, and execution--to adeptly address the task. Initially, objects are discerned and extracted from a cluttered scene during the observation. These objects are first coarsely organized and depicted within a scene graph, guided by either commonsense or user-defined criteria. Then, this scene graph subsequently informs a generative model, which forms a fine-grained goal scene considering the shape information from the initial scene and object semantics. Finally, for execution, the initial and envisioned goal scenes are matched to formulate robotic action policies. Experimental results demonstrate that SG-Bot outperforms competitors by a large margin.

cs.RO

SecondPose: SE(3)-Consistent Dual-Stream Feature Fusion for Category-Level Pose Estimation

Category-level object pose estimation, aiming to predict the 6D pose and 3D size of objects from known categories, typically struggles with large intra-class shape variation. Existing works utilizing mean shapes often fall short of capturing this variation. To address this issue, we present SecondPose, a novel approach integrating object-specific geometric features with semantic category priors from DINOv2. Leveraging the advantage of DINOv2 in providing SE(3)-consistent semantic features, we hierarchically extract two types of SE(3)-invariant geometric features to further encapsulate local-to-global object-specific information. These geometric features are then point-aligned with DINOv2 features to establish a consistent object representation under SE(3) transformations, facilitating the mapping from camera space to the pre-defined canonical space, thus further enhancing pose estimation. Extensive experiments on NOCS-REAL275 demonstrate that SecondPose achieves a 12.4% leap forward over the state-of-the-art. Moreover, on a more complex dataset HouseCat6D which provides photometrically challenging objects, SecondPose still surpasses other competitors by a large margin.

cs.CV

RadSplat: Radiance Field-Informed Gaussian Splatting for Robust Real-Time Rendering with 900+ FPS

Recent advances in view synthesis and real-time rendering have achieved photorealistic quality at impressive rendering speeds. While Radiance Field-based methods achieve state-of-the-art quality in challenging scenarios such as in-the-wild captures and large-scale scenes, they often suffer from excessively high compute requirements linked to volumetric rendering. Gaussian Splatting-based methods, on the other hand, rely on rasterization and naturally achieve real-time rendering but suffer from brittle optimization heuristics that underperform on more challenging scenes. In this work, we present RadSplat, a lightweight method for robust real-time rendering of complex scenes. Our main contributions are threefold. First, we use radiance fields as a prior and supervision signal for optimizing point-based scene representations, leading to improved quality and more robust optimization. Next, we develop a novel pruning technique reducing the overall point count while maintaining high quality, leading to smaller and more compact scene representations with faster inference speeds. Finally, we propose a novel test-time filtering approach that further accelerates rendering and allows to scale to larger, house-sized scenes. We find that our method enables state-of-the-art synthesis of complex captures at 900+ FPS.

cs.CV

KP-RED: Exploiting Semantic Keypoints for Joint 3D Shape Retrieval and Deformation

In this paper, we present KP-RED, a unified KeyPoint-driven REtrieval and Deformation framework that takes object scans as input and jointly retrieves and deforms the most geometrically similar CAD models from a pre-processed database to tightly match the target. Unlike existing dense matching based methods that typically struggle with noisy partial scans, we propose to leverage category-consistent sparse keypoints to naturally handle both full and partial object scans. Specifically, we first employ a lightweight retrieval module to establish a keypoint-based embedding space, measuring the similarity among objects by dynamically aggregating deformation-aware local-global features around extracted keypoints. Objects that are close in the embedding space are considered similar in geometry. Then we introduce the neural cage-based deformation module that estimates the influence vector of each keypoint upon cage vertices inside its local support region to control the deformation of the retrieved shape. Extensive experiments on the synthetic dataset PartNet and the real-world dataset Scan2CAD demonstrate that KP-RED surpasses existing state-of-the-art approaches by a large margin. Codes and trained models are released on https://github.com/lolrudy/KP-RED.

cs.CV

MOHO: Learning Single-view Hand-held Object Reconstruction with Multi-view Occlusion-Aware Supervision

Previous works concerning single-view hand-held object reconstruction typically rely on supervision from 3D ground-truth models, which are hard to collect in real world. In contrast, readily accessible hand-object videos offer a promising training data source, but they only give heavily occluded object observations. In this paper, we present a novel synthetic-to-real framework to exploit Multi-view Occlusion-aware supervision from hand-object videos for Hand-held Object reconstruction (MOHO) from a single image, tackling two predominant challenges in such setting: hand-induced occlusion and object's self-occlusion. First, in the synthetic pre-training stage, we render a large-scaled synthetic dataset SOMVideo with hand-object images and multi-view occlusion-free supervisions, adopted to address hand-induced occlusion in both 2D and 3D spaces. Second, in the real-world finetuning stage, MOHO leverages the amodal-mask-weighted geometric supervision to mitigate the unfaithful guidance caused by the hand-occluded supervising views in real world. Moreover, domain-consistent occlusion-aware features are amalgamated in MOHO to resist object's self-occlusion for inferring the complete object shape. Extensive experiments on HO3D and DexYCB datasets demonstrate 2D-supervised MOHO gains superior results against 3D-supervised methods by a large margin.

cs.CV

Denoising Diffusion via Image-Based Rendering

Generating 3D scenes is a challenging open problem, which requires synthesizing plausible content that is fully consistent in 3D space. While recent methods such as neural radiance fields excel at view synthesis and 3D reconstruction, they cannot synthesize plausible details in unobserved regions since they lack a generative capability. Conversely, existing generative methods are typically not capable of reconstructing detailed, large-scale scenes in the wild, as they use limited-capacity 3D scene representations, require aligned camera poses, or rely on additional regularizers. In this work, we introduce the first diffusion model able to perform fast, detailed reconstruction and generation of real-world 3D scenes. To achieve this, we make three contributions. First, we introduce a new neural scene representation, IB-planes, that can efficiently and accurately represent large 3D scenes, dynamically allocating more capacity as needed to capture details visible in each image. Second, we propose a denoising-diffusion framework to learn a prior over this novel 3D scene representation, using only 2D images without the need for any additional supervision signal such as masks or depths. This supports 3D reconstruction and generation in a unified architecture. Third, we develop a principled approach to avoid trivial 3D solutions when integrating the image-based rendering with the diffusion model, by dropping out representations of some images. We evaluate the model on several challenging datasets of real and synthetic images, and demonstrate superior results on generation, novel view synthesis and 3D reconstruction.

cs.CV