SearcharxivSearch

arXiv subjects

Junsheng Zhou

Publications and source records attributed to Junsheng Zhou.

At least 19 recordsLinked to original sources

UniQuery4R: Unified 4D Scene Reconstruction from a Single Query

Reconstructing dynamic 4D scenes requires jointly estimating correspondence, geometry, object motion, and camera motion. Existing feed-forward methods typically predict dense task-specific maps or independently process source-target pairs, leading to unnecessary computation for sparse queries and limited feature reuse across different frame pairs. We present UniQuery4R, a query-conditioned framework that encodes a multi-frame clip once and selects the source view, target view, and continuous source-image coordinate only at decoding time via source-to-target cross-attention. Each query jointly predicts target correspondence, target-time 3D position, and scene flow, along with source depth, while camera parameters are estimated per view. This design allows the encoded clip to be reused across arbitrary source-target selections and supports both sparse inference and dense reconstruction through batched queries, without learned temporal embeddings tied to a fixed clip length. We further introduce a direction-magnitude parameterization of scene flow with separate supervision for moving and static points. Among the evaluated methods, UniQuery4R achieves the best macro-average results on WorldTrack for both scene-flow estimation and dynamic-point reconstruction.

cs.CV

GeoWeaver: Accurate Long-Sequence 3D Reconstruction via Hierarchical Geometric Assembly

Long-sequence 3D reconstruction from RGB videos requires both accurate local geometry and globally consistent camera motion. Feed-forward models provide strong depth and pose predictions, but their memory cost prevents joint inference over long sequences. Chunk-wise processing improves scalability, yet independently predicted chunks often exhibit scale drift, pose errors, and point-cloud misalignment. We present GeoWeaver, a unified framework comprising a Geometric Prior Model (GPM) and Test-Time Adaptation (TTA). The GPM predicts chunk-wise depth, confidence, and camera parameters as adjustable geometric priors. TTA then performs sequential initialization, global chunk-level Sim(3) alignment, and coarse-to-fine refinement of camera poses, affine depth corrections, and intrinsics. Dense correspondences provide adjacent, cross-chunk, and long-range constraints, while a robust CDF-style objective jointly optimizes weighted 2D reprojection and 3D consistency residuals. This design preserves local geometric accuracy while correcting accumulated pose, scale, depth, and calibration errors. Experiments across diverse long-sequence benchmarks demonstrate improved camera accuracy, global consistency, and point-cloud quality. Ablations verify the contribution of each adaptation stage, and applying the same TTA procedure to different geometric prior models consistently improves their trajectory estimates, demonstrating that GeoWeaver is not tied to a specific GPM.

cs.CV

Sparse-View Surface Reconstruction using Gaussian Splatting through High-Confidence Depth Propagation with Normal Priors

3D reconstruction from sparse views is a challenging task in 3D computer vision. Recent studies on 3D Gaussian Splatting (3DGS) have achieved remarkable results with sparse views in novel view synthesis, yet reconstructing high-quality geometric surfaces from sparse views remains a challenge, due to the limited geometry clues and the discreteness of Gaussians. In this paper, we propose a novel 3DGS-based method for high-fidelity surface reconstruction from sparse views. Our key insight is to introduce a normal-guided depth propagation approach, which can extend depth information from high-confidence regions to constrain the depth in low-confidence areas. Additionally, we propose an abnormal depth edge-aware regularization to address depth discontinuities caused by the discreteness of Gaussians. Extensive experiments on DTU and Tanks-and-Temples datasets demonstrate that our method outperforms the state-of-the-art methods in sparse view surface reconstruction. Project page: https://hanl2010.github.io/DP-GS.

cs.CV

City-Level 3D Surface Reconstruction with Viewpoint Orientation Partitioning and Scene Completion

Multi-view 3D surface reconstruction is a longstanding challenge in computer vision. Although recent large-scale reconstruction methods based on 3D Gaussian Splatting (3DGS) achieve impressive novel-view synthesis, producing high-quality surfaces over large scenes remains difficult, due to complex geometry, long optimization, and limited memory. In this paper, we propose a novel yet simple partitioning method to efficiently and faithfully reconstruct large-scale scene surfaces. Our key insight lies in a scene partitioning method based on viewpoint orientation. This partitioning approach ensures that views with similar orientations are jointly involved for more accurate depth estimations, leading to precise surface reconstructions and balanced computation on multiple GPUs in parallel. In addition, we propose a strategy to detect and repair missing regions in the initial point cloud caused by sparse viewpoints or insufficient textures, thereby further improving the geometric quality. Extensive experiments on the GauU-Scene, MatrixCity, and UrbanScene3D datasets demonstrate that our method outperforms the state-of-the-art approaches in surface reconstruction for large-scale scenes. Project page: https://hanl2010.github.io/VOP-GS.

cs.CV

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

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

cs.CV

GaussianGrow: Geometry-aware Gaussian Growing from 3D Point Clouds with Text Guidance

3D Gaussian Splatting has demonstrated superior performance in rendering efficiency and quality, yet the generation of 3D Gaussians still remains a challenge without proper geometric priors. Existing methods have explored predicting point maps as geometric references for inferring Gaussian primitives, while the unreliable estimated geometries may lead to poor generations. In this work, we introduce GaussianGrow, a novel approach that generates 3D Gaussians by learning to grow them from easily accessible 3D point clouds, naturally enforcing geometric accuracy in Gaussian generation. Specifically, we design a text-guided Gaussian growing scheme that leverages a multi-view diffusion model to synthesize consistent appearances from input point clouds for supervision. To mitigate artifacts caused by fusing neighboring views, we constrain novel views generated at non-preset camera poses identified in overlapping regions across different views. For completing the hard-to-observe regions, we propose to iteratively detect the camera pose by observing the largest un-grown regions in point clouds and inpainting them by inpainting the rendered view with a pretrained 2D diffusion model. The process continues until complete Gaussians are generated. We extensively evaluate GaussianGrow on text-guided Gaussian generation from synthetic and even real-scanned point clouds. Project Page: https://weiqi-zhang.github.io/GaussianGrow

cs.CV

4C4D: 4 Camera 4D Gaussian Splatting

This paper tackles the challenge of recovering 4D dynamic scenes from videos captured by as few as four portable cameras. Learning to model scene dynamics for temporally consistent novel-view rendering is a foundational task in computer graphics, where previous works often require dense multi-view captures using camera arrays of dozens or even hundreds of views. We propose \textbf{4C4D}, a novel framework that enables high-fidelity 4D Gaussian Splatting from video captures of extremely sparse cameras. Our key insight lies that the geometric learning under sparse settings is substantially more difficult than modeling appearance. Driven by this observation, we introduce a Neural Decaying Function on Gaussian opacities for enhancing the geometric modeling capability of 4D Gaussians. This design mitigates the inherent imbalance between geometry and appearance modeling in 4DGS by encouraging the 4DGS gradients to focus more on geometric learning. Extensive experiments across sparse-view datasets with varying camera overlaps show that 4C4D achieves superior performance over prior art. Project page at: https://junshengzhou.github.io/4C4D.

cs.CV

AnchoredDream: Zero-Shot 360{\deg} Indoor Scene Generation from a Single View via Geometric Grounding

Single-view indoor scene generation plays a crucial role in a range of real-world applications. However, generating a complete 360{\deg} scene from a single image remains a highly ill-posed and challenging problem. Recent approaches have made progress by leveraging diffusion models and depth estimation networks, yet they still struggle to maintain appearance consistency and geometric plausibility under large viewpoint changes, limiting their effectiveness in full-scene generation. To address this, we propose AnchoredDream, a novel zero-shot pipeline that anchors 360{\deg} scene generation on high-fidelity geometry via an appearance-geometry mutual boosting mechanism. Given a single-view image, our method first performs appearance-guided geometry generation to construct a reliable 3D scene layout. Then, we progressively generate the complete scene through a series of modules: warp-and-inpaint, warp-and-refine, post-optimization, and a novel Grouting Block, which ensures seamless transitions between the input view and generated regions. Extensive experiments demonstrate that AnchoredDream outperforms existing methods by a large margin in both appearance consistency and geometric plausibility--all in a zero-shot manner. Our results highlight the potential of geometric grounding for high-quality, zero-shot single-view scene generation.

cs.CV

U-CAN: Unsupervised Point Cloud Denoising with Consistency-Aware Noise2Noise Matching

Point clouds captured by scanning sensors are often perturbed by noise, which have a highly negative impact on downstream tasks (e.g. surface reconstruction and shape understanding). Previous works mostly focus on training neural networks with noisy-clean point cloud pairs for learning denoising priors, which requires extensively manual efforts. In this work, we introduce U-CAN, an Unsupervised framework for point cloud denoising with Consistency-Aware Noise2Noise matching. Specifically, we leverage a neural network to infer a multi-step denoising path for each point of a shape or scene with a noise to noise matching scheme. We achieve this by a novel loss which enables statistical reasoning on multiple noisy point cloud observations. We further introduce a novel constraint on the denoised geometry consistency for learning consistency-aware denoising patterns. We justify that the proposed constraint is a general term which is not limited to 3D domain and can also contribute to the area of 2D image denoising. Our evaluations under the widely used benchmarks in point cloud denoising, upsampling and image denoising show significant improvement over the state-of-the-art unsupervised methods, where U-CAN also produces comparable results with the supervised methods.

cs.CV

GAP: Gaussianize Any Point Clouds with Text Guidance

3D Gaussian Splatting (3DGS) has demonstrated its advantages in achieving fast and high-quality rendering. As point clouds serve as a widely-used and easily accessible form of 3D representation, bridging the gap between point clouds and Gaussians becomes increasingly important. Recent studies have explored how to convert the colored points into Gaussians, but directly generating Gaussians from colorless 3D point clouds remains an unsolved challenge. In this paper, we propose GAP, a novel approach that gaussianizes raw point clouds into high-fidelity 3D Gaussians with text guidance. Our key idea is to design a multi-view optimization framework that leverages a depth-aware image diffusion model to synthesize consistent appearances across different viewpoints. To ensure geometric accuracy, we introduce a surface-anchoring mechanism that effectively constrains Gaussians to lie on the surfaces of 3D shapes during optimization. Furthermore, GAP incorporates a diffuse-based inpainting strategy that specifically targets at completing hard-to-observe regions. We evaluate GAP on the Point-to-Gaussian generation task across varying complexity levels, from synthetic point clouds to challenging real-world scans, and even large-scale scenes. Project Page: https://weiqi-zhang.github.io/GAP.

cs.CV

iDiT-HOI: Inpainting-based Hand Object Interaction Reenactment via Video Diffusion Transformer

Digital human video generation is gaining traction in fields like education and e-commerce, driven by advancements in head-body animation and lip-syncing technologies. However, realistic Hand-Object Interaction (HOI) - the complex dynamics between human hands and objects - continues to pose challenges. Generating natural and believable HOI reenactments is difficult due to issues such as occlusion between hands and objects, variations in object shapes and orientations, and the necessity for precise physical interactions, and importantly, the ability to generalize to unseen humans and objects. This paper presents a novel framework iDiT-HOI that enables in-the-wild HOI reenactment generation. Specifically, we propose a unified inpainting-based token process method, called Inp-TPU, with a two-stage video diffusion transformer (DiT) model. The first stage generates a key frame by inserting the designated object into the hand region, providing a reference for subsequent frames. The second stage ensures temporal coherence and fluidity in hand-object interactions. The key contribution of our method is to reuse the pretrained model's context perception capabilities without introducing additional parameters, enabling strong generalization to unseen objects and scenarios, and our proposed paradigm naturally supports long video generation. Comprehensive evaluations demonstrate that our approach outperforms existing methods, particularly in challenging real-world scenes, offering enhanced realism and more seamless hand-object interactions.

cs.GR

DFEN: Dual Feature Equalization Network for Medical Image Segmentation

Current methods for medical image segmentation primarily focus on extracting contextual feature information from the perspective of the whole image. While these methods have shown effective performance, none of them take into account the fact that pixels at the boundary and regions with a low number of class pixels capture more contextual feature information from other classes, leading to misclassification of pixels by unequal contextual feature information. In this paper, we propose a dual feature equalization network based on the hybrid architecture of Swin Transformer and Convolutional Neural Network, aiming to augment the pixel feature representations by image-level equalization feature information and class-level equalization feature information. Firstly, the image-level feature equalization module is designed to equalize the contextual information of pixels within the image. Secondly, we aggregate regions of the same class to equalize the pixel feature representations of the corresponding class by class-level feature equalization module. Finally, the pixel feature representations are enhanced by learning weights for image-level equalization feature information and class-level equalization feature information. In addition, Swin Transformer is utilized as both the encoder and decoder, thereby bolstering the ability of the model to capture long-range dependencies and spatial correlations. We conducted extensive experiments on Breast Ultrasound Images (BUSI), International Skin Imaging Collaboration (ISIC2017), Automated Cardiac Diagnosis Challenge (ACDC) and PH$^2$ datasets. The experimental results demonstrate that our method have achieved state-of-the-art performance. Our code is publicly available at https://github.com/JianJianYin/DFEN.

cs.CV

Learning Bijective Surface Parameterization for Inferring Signed Distance Functions from Sparse Point Clouds with Grid Deformation

Inferring signed distance functions (SDFs) from sparse point clouds remains a challenge in surface reconstruction. The key lies in the lack of detailed geometric information in sparse point clouds, which is essential for learning a continuous field. To resolve this issue, we present a novel approach that learns a dynamic deformation network to predict SDFs in an end-to-end manner. To parameterize a continuous surface from sparse points, we propose a bijective surface parameterization (BSP) that learns the global shape from local patches. Specifically, we construct a bijective mapping for sparse points from the parametric domain to 3D local patches, integrating patches into the global surface. Meanwhile, we introduce grid deformation optimization (GDO) into the surface approximation to optimize the deformation of grid points and further refine the parametric surfaces. Experimental results on synthetic and real scanned datasets demonstrate that our method significantly outperforms the current state-of-the-art methods. Project page: https://takeshie.github.io/Bijective-SDF

cs.CV

NeRFPrior: Learning Neural Radiance Field as a Prior for Indoor Scene Reconstruction

Recently, it has shown that priors are vital for neural implicit functions to reconstruct high-quality surfaces from multi-view RGB images. However, current priors require large-scale pre-training, and merely provide geometric clues without considering the importance of color. In this paper, we present NeRFPrior, which adopts a neural radiance field as a prior to learn signed distance fields using volume rendering for surface reconstruction. Our NeRF prior can provide both geometric and color clues, and also get trained fast under the same scene without additional data. Based on the NeRF prior, we are enabled to learn a signed distance function (SDF) by explicitly imposing a multi-view consistency constraint on each ray intersection for surface inference. Specifically, at each ray intersection, we use the density in the prior as a coarse geometry estimation, while using the color near the surface as a clue to check its visibility from another view angle. For the textureless areas where the multi-view consistency constraint does not work well, we further introduce a depth consistency loss with confidence weights to infer the SDF. Our experimental results outperform the state-of-the-art methods under the widely used benchmarks.

cs.CV

Uncertainty-Participation Context Consistency Learning for Semi-supervised Semantic Segmentation

Semi-supervised semantic segmentation has attracted considerable attention for its ability to mitigate the reliance on extensive labeled data. However, existing consistency regularization methods only utilize high certain pixels with prediction confidence surpassing a fixed threshold for training, failing to fully leverage the potential supervisory information within the network. Therefore, this paper proposes the Uncertainty-participation Context Consistency Learning (UCCL) method to explore richer supervisory signals. Specifically, we first design the semantic backpropagation update (SBU) strategy to fully exploit the knowledge from uncertain pixel regions, enabling the model to learn consistent pixel-level semantic information from those areas. Furthermore, we propose the class-aware knowledge regulation (CKR) module to facilitate the regulation of class-level semantic features across different augmented views, promoting consistent learning of class-level semantic information within the encoder. Experimental results on two public benchmarks demonstrate that our proposed method achieves state-of-the-art performance. Our code is available at https://github.com/YUKEKEJAN/UCCL.

cs.CV

DiffGS: Functional Gaussian Splatting Diffusion

3D Gaussian Splatting (3DGS) has shown convincing performance in rendering speed and fidelity, yet the generation of Gaussian Splatting remains a challenge due to its discreteness and unstructured nature. In this work, we propose DiffGS, a general Gaussian generator based on latent diffusion models. DiffGS is a powerful and efficient 3D generative model which is capable of generating Gaussian primitives at arbitrary numbers for high-fidelity rendering with rasterization. The key insight is to represent Gaussian Splatting in a disentangled manner via three novel functions to model Gaussian probabilities, colors and transforms. Through the novel disentanglement of 3DGS, we represent the discrete and unstructured 3DGS with continuous Gaussian Splatting functions, where we then train a latent diffusion model with the target of generating these Gaussian Splatting functions both unconditionally and conditionally. Meanwhile, we introduce a discretization algorithm to extract Gaussians at arbitrary numbers from the generated functions via octree-guided sampling and optimization. We explore DiffGS for various tasks, including unconditional generation, conditional generation from text, image, and partial 3DGS, as well as Point-to-Gaussian generation. We believe that DiffGS provides a new direction for flexibly modeling and generating Gaussian Splatting.

cs.CV

Binocular-Guided 3D Gaussian Splatting with View Consistency for Sparse View Synthesis

Novel view synthesis from sparse inputs is a vital yet challenging task in 3D computer vision. Previous methods explore 3D Gaussian Splatting with neural priors (e.g. depth priors) as an additional supervision, demonstrating promising quality and efficiency compared to the NeRF based methods. However, the neural priors from 2D pretrained models are often noisy and blurry, which struggle to precisely guide the learning of radiance fields. In this paper, We propose a novel method for synthesizing novel views from sparse views with Gaussian Splatting that does not require external prior as supervision. Our key idea lies in exploring the self-supervisions inherent in the binocular stereo consistency between each pair of binocular images constructed with disparity-guided image warping. To this end, we additionally introduce a Gaussian opacity constraint which regularizes the Gaussian locations and avoids Gaussian redundancy for improving the robustness and efficiency of inferring 3D Gaussians from sparse views. Extensive experiments on the LLFF, DTU, and Blender datasets demonstrate that our method significantly outperforms the state-of-the-art methods.

cs.CV

Zero-Shot Scene Reconstruction from Single Images with Deep Prior Assembly

Large language and vision models have been leading a revolution in visual computing. By greatly scaling up sizes of data and model parameters, the large models learn deep priors which lead to remarkable performance in various tasks. In this work, we present deep prior assembly, a novel framework that assembles diverse deep priors from large models for scene reconstruction from single images in a zero-shot manner. We show that this challenging task can be done without extra knowledge but just simply generalizing one deep prior in one sub-task. To this end, we introduce novel methods related to poses, scales, and occlusion parsing which are keys to enable deep priors to work together in a robust way. Deep prior assembly does not require any 3D or 2D data-driven training in the task and demonstrates superior performance in generalizing priors to open-world scenes. We conduct evaluations on various datasets, and report analysis, numerical and visual comparisons with the latest methods to show our superiority. Project page: https://junshengzhou.github.io/DeepPriorAssembly.

cs.CV