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Gim Hee Lee

Publications and source records attributed to Gim Hee Lee.

At least 73 records · Page 4Linked to original sources

MVGSR: Multi-View Consistency Gaussian Splatting for Robust Surface Reconstruction

3D Gaussian Splatting (3DGS) has gained significant attention for its high-quality rendering capabilities, ultra-fast training, and inference speeds. However, when we apply 3DGS to surface reconstruction tasks, especially in environments with dynamic objects and distractors, the method suffers from floating artifacts and color errors due to inconsistency from different viewpoints. To address this challenge, we propose Multi-View Consistency Gaussian Splatting for the domain of Robust Surface Reconstruction (\textbf{MVGSR}), which takes advantage of lightweight Gaussian models and a {heuristics-guided distractor masking} strategy for robust surface reconstruction in non-static environments. Compared to existing methods that rely on MLPs for distractor segmentation strategies, our approach separates distractors from static scene elements by comparing multi-view feature consistency, allowing us to obtain precise distractor masks early in training. Furthermore, we introduce a pruning measure based on multi-view contributions to reset transmittance, effectively reducing floating artifacts. Finally, a multi-view consistency loss is applied to achieve high-quality performance in surface reconstruction tasks. Experimental results demonstrate that MVGSR achieves competitive geometric accuracy and rendering fidelity compared to the state-of-the-art surface reconstruction algorithms. More information is available on our project page (https://mvgsr.github.io).

cs.CV↗

LLaFEA: Frame-Event Complementary Fusion for Fine-Grained Spatiotemporal Understanding in LMMs

Large multimodal models (LMMs) excel in scene understanding but struggle with fine-grained spatiotemporal reasoning due to weak alignment between linguistic and visual representations. Existing methods map textual positions and durations into the visual space encoded from frame-based videos, but suffer from temporal sparsity that limits language-vision temporal coordination. To address this issue, we introduce LLaFEA (Large Language and Frame-Event Assistant) to leverage event cameras for temporally dense perception and frame-event fusion. Our approach employs a cross-attention mechanism to integrate complementary spatial and temporal features, followed by self-attention matching for global spatio-temporal associations. We further embed textual position and duration tokens into the fused visual space to enhance fine-grained alignment. This unified framework ensures robust spatio-temporal coordinate alignment, enabling LMMs to interpret scenes at any position and any time. In addition, we construct a dataset of real-world frames-events with coordinate instructions and conduct extensive experiments to validate the effectiveness of the proposed method.

cs.CV↗

NavRAG: Generating User Demand Instructions for Embodied Navigation through Retrieval-Augmented LLM

Vision-and-Language Navigation (VLN) is an essential skill for embodied agents, allowing them to navigate in 3D environments following natural language instructions. High-performance navigation models require a large amount of training data, the high cost of manually annotating data has seriously hindered this field. Therefore, some previous methods translate trajectory videos into step-by-step instructions for expanding data, but such instructions do not match well with users' communication styles that briefly describe destinations or state specific needs. Moreover, local navigation trajectories overlook global context and high-level task planning. To address these issues, we propose NavRAG, a retrieval-augmented generation (RAG) framework that generates user demand instructions for VLN. NavRAG leverages LLM to build a hierarchical scene description tree for 3D scene understanding from global layout to local details, then simulates various user roles with specific demands to retrieve from the scene tree, generating diverse instructions with LLM. We annotate over 2 million navigation instructions across 861 scenes and evaluate the data quality and navigation performance of trained models.

cs.AI↗

Instance-Level Moving Object Segmentation from a Single Image with Events

Moving object segmentation plays a crucial role in understanding dynamic scenes involving multiple moving objects, while the difficulties lie in taking into account both spatial texture structures and temporal motion cues. Existing methods based on video frames encounter difficulties in distinguishing whether pixel displacements of an object are caused by camera motion or object motion due to the complexities of accurate image-based motion modeling. Recent advances exploit the motion sensitivity of novel event cameras to counter conventional images' inadequate motion modeling capabilities, but instead lead to challenges in segmenting pixel-level object masks due to the lack of dense texture structures in events. To address these two limitations imposed by unimodal settings, we propose the first instance-level moving object segmentation framework that integrates complementary texture and motion cues. Our model incorporates implicit cross-modal masked attention augmentation, explicit contrastive feature learning, and flow-guided motion enhancement to exploit dense texture information from a single image and rich motion information from events, respectively. By leveraging the augmented texture and motion features, we separate mask segmentation from motion classification to handle varying numbers of independently moving objects. Through extensive evaluations on multiple datasets, as well as ablation experiments with different input settings and real-time efficiency analysis of the proposed framework, we believe that our first attempt to incorporate image and event data for practical deployment can provide new insights for future work in event-based motion related works. The source code with model training and pre-trained weights is released at https://npucvr.github.io/EvInsMOS

cs.CV↗

ComPC: Completing a 3D Point Cloud with 2D Diffusion Priors

3D point clouds directly collected from objects through sensors are often incomplete due to self-occlusion. Conventional methods for completing these partial point clouds rely on manually organized training sets and are usually limited to object categories seen during training. In this work, we propose a test-time framework for completing partial point clouds across unseen categories without any requirement for training. Leveraging point rendering via Gaussian Splatting, we develop techniques of Partial Gaussian Initialization, Zero-shot Fractal Completion, and Point Cloud Extraction that utilize priors from pre-trained 2D diffusion models to infer missing regions and extract uniform completed point clouds. Experimental results on both synthetic and real-world scanned point clouds demonstrate that our approach outperforms existing methods in completing a variety of objects. Our project page is at \url{https://tianxinhuang.github.io/projects/ComPC/}.

cs.CV↗

GEAL: Generalizable 3D Affordance Learning with Cross-Modal Consistency

Identifying affordance regions on 3D objects from semantic cues is essential for robotics and human-machine interaction. However, existing 3D affordance learning methods struggle with generalization and robustness due to limited annotated data and a reliance on 3D backbones focused on geometric encoding, which often lack resilience to real-world noise and data corruption. We propose GEAL, a novel framework designed to enhance the generalization and robustness of 3D affordance learning by leveraging large-scale pre-trained 2D models. We employ a dual-branch architecture with Gaussian splatting to establish consistent mappings between 3D point clouds and 2D representations, enabling realistic 2D renderings from sparse point clouds. A granularity-adaptive fusion module and a 2D-3D consistency alignment module further strengthen cross-modal alignment and knowledge transfer, allowing the 3D branch to benefit from the rich semantics and generalization capacity of 2D models. To holistically assess the robustness, we introduce two new corruption-based benchmarks: PIAD-C and LASO-C. Extensive experiments on public datasets and our benchmarks show that GEAL consistently outperforms existing methods across seen and novel object categories, as well as corrupted data, demonstrating robust and adaptable affordance prediction under diverse conditions. Code and corruption datasets have been made publicly available.

cs.CV↗

Learning to Decouple the Lights for 3D Face Texture Modeling

Existing research has made impressive strides in reconstructing human facial shapes and textures from images with well-illuminated faces and minimal external occlusions. Nevertheless, it remains challenging to recover accurate facial textures from scenarios with complicated illumination affected by external occlusions, e.g. a face that is partially obscured by items such as a hat. Existing works based on the assumption of single and uniform illumination cannot correctly process these data. In this work, we introduce a novel approach to model 3D facial textures under such unnatural illumination. Instead of assuming single illumination, our framework learns to imitate the unnatural illumination as a composition of multiple separate light conditions combined with learned neural representations, named Light Decoupling. According to experiments on both single images and video sequences, we demonstrate the effectiveness of our approach in modeling facial textures under challenging illumination affected by occlusions. Please check https://tianxinhuang.github.io/projects/Deface for our videos and codes.

cs.CV↗

ChatSplat: 3D Conversational Gaussian Splatting

Humans naturally interact with their 3D surroundings using language, and modeling 3D language fields for scene understanding and interaction has gained growing interest. This paper introduces ChatSplat, a system that constructs a 3D language field, enabling rich chat-based interaction within 3D space. Unlike existing methods that primarily use CLIP-derived language features focused solely on segmentation, ChatSplat facilitates interaction on three levels: objects, views, and the entire 3D scene. For view-level interaction, we designed an encoder that encodes the rendered feature map of each view into tokens, which are then processed by a large language model (LLM) for conversation. At the scene level, ChatSplat combines multi-view tokens, enabling interactions that consider the entire scene. For object-level interaction, ChatSplat uses a patch-wise language embedding, unlike LangSplat's pixel-wise language embedding that implicitly includes mask and embedding. Here, we explicitly decouple the language embedding into separate mask and feature map representations, allowing more flexible object-level interaction. To address the challenge of learning 3D Gaussians posed by the complex and diverse distribution of language embeddings used in the LLM, we introduce a learnable normalization technique to standardize these embeddings, facilitating effective learning. Extensive experimental results demonstrate that ChatSplat supports multi-level interactions -- object, view, and scene -- within 3D space, enhancing both understanding and engagement.

cs.CV↗

SmileSplat: Generalizable Gaussian Splats for Unconstrained Sparse Images

Sparse Multi-view Images can be Learned to predict explicit radiance fields via Generalizable Gaussian Splatting approaches, which can achieve wider application prospects in real-life when ground-truth camera parameters are not required as inputs. In this paper, a novel generalizable Gaussian Splatting method, SmileSplat, is proposed to reconstruct pixel-aligned Gaussian surfels for diverse scenarios only requiring unconstrained sparse multi-view images. First, Gaussian surfels are predicted based on the multi-head Gaussian regression decoder, which can are represented with less degree-of-freedom but have better multi-view consistency. Furthermore, the normal vectors of Gaussian surfel are enhanced based on high-quality of normal priors. Second, the Gaussians and camera parameters (both extrinsic and intrinsic) are optimized to obtain high-quality Gaussian radiance fields for novel view synthesis tasks based on the proposed Bundle-Adjusting Gaussian Splatting module. Extensive experiments on novel view rendering and depth map prediction tasks are conducted on public datasets, demonstrating that the proposed method achieves state-of-the-art performance in various 3D vision tasks. More information can be found on our project page (https://yanyan-li.github.io/project/gs/smilesplat)

cs.CV↗

g3D-LF: Generalizable 3D-Language Feature Fields for Embodied Tasks

We introduce Generalizable 3D-Language Feature Fields (g3D-LF), a 3D representation model pre-trained on large-scale 3D-language dataset for embodied tasks. Our g3D-LF processes posed RGB-D images from agents to encode feature fields for: 1) Novel view representation predictions from any position in the 3D scene; 2) Generations of BEV maps centered on the agent; 3) Querying targets using multi-granularity language within the above-mentioned representations. Our representation can be generalized to unseen environments, enabling real-time construction and dynamic updates. By volume rendering latent features along sampled rays and integrating semantic and spatial relationships through multiscale encoders, our g3D-LF produces representations at different scales and perspectives, aligned with multi-granularity language, via multi-level contrastive learning. Furthermore, we prepare a large-scale 3D-language dataset to align the representations of the feature fields with language. Extensive experiments on Vision-and-Language Navigation under both Panorama and Monocular settings, Zero-shot Object Navigation, and Situated Question Answering tasks highlight the significant advantages and effectiveness of our g3D-LF for embodied tasks.

cs.CV↗

ZeroGS: Training 3D Gaussian Splatting from Unposed Images

Neural radiance fields (NeRF) and 3D Gaussian Splatting (3DGS) are popular techniques to reconstruct and render photo-realistic images. However, the pre-requisite of running Structure-from-Motion (SfM) to get camera poses limits their completeness. While previous methods can reconstruct from a few unposed images, they are not applicable when images are unordered or densely captured. In this work, we propose ZeroGS to train 3DGS from hundreds of unposed and unordered images. Our method leverages a pretrained foundation model as the neural scene representation. Since the accuracy of the predicted pointmaps does not suffice for accurate image registration and high-fidelity image rendering, we propose to mitigate the issue by initializing and finetuning the pretrained model from a seed image. Images are then progressively registered and added to the training buffer, which is further used to train the model. We also propose to refine the camera poses and pointmaps by minimizing a point-to-camera ray consistency loss across multiple views. Experiments on the LLFF dataset, the MipNeRF360 dataset, and the Tanks-and-Temples dataset show that our method recovers more accurate camera poses than state-of-the-art pose-free NeRF/3DGS methods, and even renders higher quality images than 3DGS with COLMAP poses. Our project page is available at https://aibluefisher.github.io/ZeroGS.

cs.CV↗

GenXD: Generating Any 3D and 4D Scenes

Recent developments in 2D visual generation have been remarkably successful. However, 3D and 4D generation remain challenging in real-world applications due to the lack of large-scale 4D data and effective model design. In this paper, we propose to jointly investigate general 3D and 4D generation by leveraging camera and object movements commonly observed in daily life. Due to the lack of real-world 4D data in the community, we first propose a data curation pipeline to obtain camera poses and object motion strength from videos. Based on this pipeline, we introduce a large-scale real-world 4D scene dataset: CamVid-30K. By leveraging all the 3D and 4D data, we develop our framework, GenXD, which allows us to produce any 3D or 4D scene. We propose multiview-temporal modules, which disentangle camera and object movements, to seamlessly learn from both 3D and 4D data. Additionally, GenXD employs masked latent conditions to support a variety of conditioning views. GenXD can generate videos that follow the camera trajectory as well as consistent 3D views that can be lifted into 3D representations. We perform extensive evaluations across various real-world and synthetic datasets, demonstrating GenXD's effectiveness and versatility compared to previous methods in 3D and 4D generation.

cs.CV↗

VCR-GauS: View Consistent Depth-Normal Regularizer for Gaussian Surface Reconstruction

Although 3D Gaussian Splatting has been widely studied because of its realistic and efficient novel-view synthesis, it is still challenging to extract a high-quality surface from the point-based representation. Previous works improve the surface by incorporating geometric priors from the off-the-shelf normal estimator. However, there are two main limitations: 1) Supervising normals rendered from 3D Gaussians effectively updates the rotation parameter but is less effective for other geometric parameters; 2) The inconsistency of predicted normal maps across multiple views may lead to severe reconstruction artifacts. In this paper, we propose a Depth-Normal regularizer that directly couples normal with other geometric parameters, leading to full updates of the geometric parameters from normal regularization. We further propose a confidence term to mitigate inconsistencies of normal predictions across multiple views. Moreover, we also introduce a densification and splitting strategy to regularize the size and distribution of 3D Gaussians for more accurate surface modeling. Compared with Gaussian-based baselines, experiments show that our approach obtains better reconstruction quality and maintains competitive appearance quality at faster training speed and 100+ FPS rendering.

cs.CV↗

DOGS: Distributed-Oriented Gaussian Splatting for Large-Scale 3D Reconstruction Via Gaussian Consensus

The recent advances in 3D Gaussian Splatting (3DGS) show promising results on the novel view synthesis (NVS) task. With its superior rendering performance and high-fidelity rendering quality, 3DGS is excelling at its previous NeRF counterparts. The most recent 3DGS method focuses either on improving the instability of rendering efficiency or reducing the model size. On the other hand, the training efficiency of 3DGS on large-scale scenes has not gained much attention. In this work, we propose DoGaussian, a method that trains 3DGS distributedly. Our method first decomposes a scene into K blocks and then introduces the Alternating Direction Method of Multipliers (ADMM) into the training procedure of 3DGS. During training, our DOGS maintains one global 3DGS model on the master node and K local 3DGS models on the slave nodes. The K local 3DGS models are dropped after training and we only query the global 3DGS model during inference. The training time is reduced by scene decomposition, and the training convergence and stability are guaranteed through the consensus on the shared 3D Gaussians. Our method accelerates the training of 3DGS by 6+ times when evaluated on large-scale scenes while concurrently achieving state-of-the-art rendering quality. Our code is publicly available at https://github.com/AIBluefisher/DOGS.

cs.CV↗

FreeSplat: Generalizable 3D Gaussian Splatting Towards Free-View Synthesis of Indoor Scenes

Empowering 3D Gaussian Splatting with generalization ability is appealing. However, existing generalizable 3D Gaussian Splatting methods are largely confined to narrow-range interpolation between stereo images due to their heavy backbones, thus lacking the ability to accurately localize 3D Gaussian and support free-view synthesis across wide view range. In this paper, we present a novel framework FreeSplat that is capable of reconstructing geometrically consistent 3D scenes from long sequence input towards free-view synthesis.Specifically, we firstly introduce Low-cost Cross-View Aggregation achieved by constructing adaptive cost volumes among nearby views and aggregating features using a multi-scale structure. Subsequently, we present the Pixel-wise Triplet Fusion to eliminate redundancy of 3D Gaussians in overlapping view regions and to aggregate features observed across multiple views. Additionally, we propose a simple but effective free-view training strategy that ensures robust view synthesis across broader view range regardless of the number of views. Our empirical results demonstrate state-of-the-art novel view synthesis peformances in both novel view rendered color maps quality and depth maps accuracy across different numbers of input views. We also show that FreeSplat performs inference more efficiently and can effectively reduce redundant Gaussians, offering the possibility of feed-forward large scene reconstruction without depth priors.

cs.CV↗

MVSDet: Multi-View Indoor 3D Object Detection via Efficient Plane Sweeps

The key challenge of multi-view indoor 3D object detection is to infer accurate geometry information from images for precise 3D detection. Previous method relies on NeRF for geometry reasoning. However, the geometry extracted from NeRF is generally inaccurate, which leads to sub-optimal detection performance. In this paper, we propose MVSDet which utilizes plane sweep for geometry-aware 3D object detection. To circumvent the requirement for a large number of depth planes for accurate depth prediction, we design a probabilistic sampling and soft weighting mechanism to decide the placement of pixel features on the 3D volume. We select multiple locations that score top in the probability volume for each pixel and use their probability score to indicate the confidence. We further apply recent pixel-aligned Gaussian Splatting to regularize depth prediction and improve detection performance with little computation overhead. Extensive experiments on ScanNet and ARKitScenes datasets are conducted to show the superiority of our model. Our code is available at https://github.com/Pixie8888/MVSDet.

cs.CV↗

Deblur e-NeRF: NeRF from Motion-Blurred Events under High-speed or Low-light Conditions

The stark contrast in the design philosophy of an event camera makes it particularly ideal for operating under high-speed, high dynamic range and low-light conditions, where standard cameras underperform. Nonetheless, event cameras still suffer from some amount of motion blur, especially under these challenging conditions, in contrary to what most think. This is attributed to the limited bandwidth of the event sensor pixel, which is mostly proportional to the light intensity. Thus, to ensure that event cameras can truly excel in such conditions where it has an edge over standard cameras, it is crucial to account for event motion blur in downstream applications, especially reconstruction. However, none of the recent works on reconstructing Neural Radiance Fields (NeRFs) from events, nor event simulators, have considered the full effects of event motion blur. To this end, we propose, Deblur e-NeRF, a novel method to directly and effectively reconstruct blur-minimal NeRFs from motion-blurred events generated under high-speed motion or low-light conditions. The core component of this work is a physically-accurate pixel bandwidth model proposed to account for event motion blur under arbitrary speed and lighting conditions. We also introduce a novel threshold-normalized total variation loss to improve the regularization of large textureless patches. Experiments on real and novel realistically simulated sequences verify our effectiveness. Our code, event simulator and synthetic event dataset will be open-sourced.

cs.CV↗

LiLoc: Lifelong Localization using Adaptive Submap Joining and Egocentric Factor Graph

This paper proposes a versatile graph-based lifelong localization framework, LiLoc, which enhances its timeliness by maintaining a single central session while improves the accuracy through multi-modal factors between the central and subsidiary sessions. First, an adaptive submap joining strategy is employed to generate prior submaps (keyframes and poses) for the central session, and to provide priors for subsidiaries when constraints are needed for robust localization. Next, a coarse-to-fine pose initialization for subsidiary sessions is performed using vertical recognition and ICP refinement in the global coordinate frame. To elevate the accuracy of subsequent localization, we propose an egocentric factor graph (EFG) module that integrates the IMU preintegration, LiDAR odometry and scan match factors in a joint optimization manner. Specifically, the scan match factors are constructed by a novel propagation model that efficiently distributes the prior constrains as edges to the relevant prior pose nodes, weighted by noises based on keyframe registration errors. Additionally, the framework supports flexible switching between two modes: relocalization (RLM) and incremental localization (ILM) based on the proposed overlap-based mechanism to select or update the prior submaps from central session. The proposed LiLoc is tested on public and custom datasets, demonstrating accurate localization performance against state-of-the-art methods. Our codes will be publicly available on https://github.com/Yixin-F/LiLoc.

cs.RO↗