Searcharxiv⌕ Search

arXiv subjects

Matthias Nießner

Publications and source records attributed to Matthias Nießner.

At least 37 records · Page 2Linked to original sources

LiteReality: Graphics-Ready 3D Scene Reconstruction from RGB-D Scans

We propose LiteReality, a novel pipeline that converts RGB-D scans of indoor environments into compact, realistic, and interactive 3D virtual replicas. LiteReality not only reconstructs scenes that visually resemble reality but also supports key features essential for graphics pipelines -- such as object individuality, articulation, high-quality physically based rendering materials, and physically based interaction. At its core, LiteReality first performs scene understanding and parses the results into a coherent 3D layout and objects with the help of a structured scene graph. It then reconstructs the scene by retrieving the most visually similar 3D artist-crafted models from a curated asset database. Next, the Material Painting module enhances realism by recovering high-quality, spatially varying materials. Finally, the reconstructed scene is integrated into a simulation engine with basic physical properties to enable interactive behavior. The resulting scenes are compact, editable, and fully compatible with standard graphics pipelines, making them suitable for applications in AR/VR, gaming, robotics, and digital twins. In addition, LiteReality introduces a training-free object retrieval module that achieves state-of-the-art similarity performance on the Scan2CAD benchmark, along with a robust material painting module capable of transferring appearances from images of any style to 3D assets -- even under severe misalignment, occlusion, and poor lighting. We demonstrate the effectiveness of LiteReality on both real-life scans and public datasets. Project page: https://litereality.github.io; Video: https://www.youtube.com/watch?v=ecK9m3LXg2c

cs.CV↗

World Reconstruction From Inconsistent Views

Video diffusion models generate high-quality and diverse worlds; however, individual frames often lack 3D consistency across the output sequence, which makes the reconstruction of 3D worlds difficult. To this end, we propose a new method that handles these inconsistencies by non-rigidly aligning the video frames into a globally-consistent coordinate frame that produces sharp and detailed pointcloud reconstructions. First, a geometric foundation model lifts each frame into a pixel-wise 3D pointcloud, which contains unaligned surfaces due to these inconsistencies. We then propose a tailored non-rigid iterative frame-to-model ICP to obtain an initial alignment across all frames, followed by a global optimization that further sharpens the pointcloud. Finally, we leverage this pointcloud as initialization for 3D reconstruction and propose a novel inverse deformation rendering loss to create high quality and explorable 3D environments from inconsistent views. We demonstrate that our 3D scenes achieve higher quality than baselines, effectively turning video models into 3D-consistent world generators.

cs.CV↗

LATO: 3D Mesh Flow Matching with Structured TOpology Preserving LAtents

In this paper, we introduce LATO, a novel topology-preserving latent representation that enables scalable, flow matching-based synthesis of explicit 3D meshes. LATO represents a mesh as a Vertex Displacement Field (VDF) anchored on surface, incorporating a sparse voxel Variational Autoencoder (VAE) to compress this explicit signal into a structured, topology-aware voxel latent. To decapsulate the mesh, the VAE decoder progressively subdivides and prunes latent voxels to instantiate precise vertex locations. In the end, a dedicated connection head queries the voxel latent to predict edge connectivity between vertex pairs directly, allowing mesh topology to be recovered without isosurface extraction or heuristic meshing. For generative modeling, LATO adopts a two-stage flow matching process, first synthesizing the structure voxels and subsequently refining the voxel-wise topology features. Compared to prior isosurface/triangle-based diffusion models and autoregressive generation approaches, LATO generates meshes with complex geometry, well-formed topology while being highly efficient in inference.

cs.CV↗

Pix2NPHM: Learning to Regress NPHM Reconstructions From a Single Image

Neural Parametric Head Models (NPHMs) are a recent advancement over mesh-based 3d morphable models (3DMMs) to facilitate high-fidelity geometric detail. However, fitting NPHMs to visual inputs is notoriously challenging due to the expressive nature of their underlying latent space. To this end, we propose Pix2NPHM, a vision transformer (ViT) network that directly regresses NPHM parameters, given a single image as input. Compared to existing approaches, the neural parametric space allows our method to reconstruct more recognizable facial geometry and accurate facial expressions. For broad generalization, we exploit domain-specific ViTs as backbones, which are pretrained on geometric prediction tasks. We train Pix2NPHM on a mixture of 3D data, including a total of over 100K NPHM registrations that enable direct supervision in SDF space, and large-scale 2D video datasets, for which normal estimates serve as pseudo ground truth geometry. Pix2NPHM not only allows for 3D reconstructions at interactive frame rates, it is also possible to improve geometric fidelity by a subsequent inference-time optimization against estimated surface normals and canonical point maps. As a result, we achieve unprecedented face reconstruction quality that can run at scale on in-the-wild data.

cs.CV↗

FactorPortrait: Controllable Portrait Animation via Disentangled Expression, Pose, and Viewpoint

We introduce FactorPortrait, a video diffusion method for controllable portrait animation that enables lifelike synthesis from disentangled control signals of facial expressions, head movement, and camera viewpoints. Given a single portrait image, a driving video, and camera trajectories, our method animates the portrait by transferring facial expressions and head movements from the driving video while simultaneously enabling novel view synthesis from arbitrary viewpoints. We utilize a pre-trained image encoder to extract facial expression latents from the driving video as control signals for animation generation. Such latents implicitly capture nuanced facial expression dynamics with identity and pose information disentangled, and they are efficiently injected into the video diffusion transformer through our proposed expression controller. For camera and head pose control, we employ Plücker ray maps and normal maps rendered from 3D body mesh tracking. To train our model, we curate a large-scale synthetic dataset containing diverse combinations of camera viewpoints, head poses, and facial expression dynamics. Extensive experiments demonstrate that our method outperforms existing approaches in realism, expressiveness, control accuracy, and view consistency.

cs.CV↗

MeshRipple: Structured Autoregressive Generation of Artist-Meshes

Meshes serve as a primary representation for 3D assets. Autoregressive mesh generators serialize faces into sequences and train on truncated segments with sliding-window inference to cope with memory limits. However, this mismatch breaks long-range geometric dependencies, producing holes and fragmented components. To address this critical limitation, we introduce MeshRipple, which expands a mesh outward from an active generation frontier, akin to a ripple on a surface. MeshRipple rests on three key innovations: a frontier-aware BFS tokenization that aligns the generation order with surface topology; an expansive prediction strategy that maintains coherent, connected surface growth; and a sparse-attention global memory that provides an effectively unbounded receptive field to resolve long-range topological dependencies. This integrated design enables MeshRipple to generate meshes with high surface fidelity and topological completeness, outperforming strong recent baselines.

cs.CV↗

ROGR: Relightable 3D Objects using Generative Relighting

We introduce ROGR, a novel approach that reconstructs a relightable 3D model of an object captured from multiple views, driven by a generative relighting model that simulates the effects of placing the object under novel environment illuminations. Our method samples the appearance of the object under multiple lighting environments, creating a dataset that is used to train a lighting-conditioned Neural Radiance Field (NeRF) that outputs the object's appearance under any input environmental lighting. The lighting-conditioned NeRF uses a novel dual-branch architecture to encode the general lighting effects and specularities separately. The optimized lighting-conditioned NeRF enables efficient feed-forward relighting under arbitrary environment maps without requiring per-illumination optimization or light transport simulation. We evaluate our approach on the established TensoIR and Stanford-ORB datasets, where it improves upon the state-of-the-art on most metrics, and showcase our approach on real-world object captures.

cs.CV↗

IntrinsiX: High-Quality PBR Generation using Image Priors

We introduce IntrinsiX, a novel method that generates high-quality intrinsic images from text description. In contrast to existing text-to-image models whose outputs contain baked-in scene lighting, our approach predicts physically-based rendering (PBR) maps. This enables the generated outputs to be used for content creation scenarios in core graphics applications that facilitate re-lighting, editing, and texture generation tasks. In order to train our generator, we exploit strong image priors, and pre-train separate models for each PBR material component (albedo, roughness, metallic, normals). We then align these models with a new cross-intrinsic attention formulation that concatenates key and value features in a consistent fashion. This allows us to exchange information between each output modality and to obtain semantically coherent PBR predictions. To ground each intrinsic component, we propose a rendering loss which provides image-space signals to constrain the model, thus facilitating sharp details also in the output BRDF properties. Our results demonstrate detailed intrinsic generation with strong generalization capabilities that outperforms existing intrinsic image decomposition methods used with generated images by a significant margin. Finally, we show a series of applications, including re-lighting, editing, and text-conditioned room-scale PBR texture generation.

cs.CV↗

When LLMs step into the 3D World: A Survey and Meta-Analysis of 3D Tasks via Multi-modal Large Language Models

As large language models (LLMs) evolve, their integration with 3D spatial data (3D-LLMs) has seen rapid progress, offering unprecedented capabilities for understanding and interacting with physical spaces. This survey provides a comprehensive overview of the methodologies enabling LLMs to process, understand, and generate 3D data. Highlighting the unique advantages of LLMs, such as in-context learning, step-by-step reasoning, open-vocabulary capabilities, and extensive world knowledge, we underscore their potential to significantly advance spatial comprehension and interaction within embodied Artificial Intelligence (AI) systems. Our investigation spans various 3D data representations, from point clouds to Neural Radiance Fields (NeRFs). It examines their integration with LLMs for tasks such as 3D scene understanding, captioning, question-answering, and dialogue, as well as LLM-based agents for spatial reasoning, planning, and navigation. The paper also includes a brief review of other methods that integrate 3D and language. The meta-analysis presented in this paper reveals significant progress yet underscores the necessity for novel approaches to harness the full potential of 3D-LLMs. Hence, with this paper, we aim to chart a course for future research that explores and expands the capabilities of 3D-LLMs in understanding and interacting with the complex 3D world. To support this survey, we have established a project page where papers related to our topic are organized and listed: https://github.com/ActiveVisionLab/Awesome-LLM-3D.

cs.CV↗

SHeaP: Self-Supervised Head Geometry Predictor Learned via 2D Gaussians

Accurate, real-time 3D reconstruction of human heads from monocular images and videos underlies numerous visual applications. As 3D ground truth data is hard to come by at scale, previous methods have sought to learn from abundant 2D videos in a self-supervised manner. Typically, this involves the use of differentiable mesh rendering, which is effective but faces limitations. To improve on this, we propose SHeaP (Self-supervised Head Geometry Predictor Learned via 2D Gaussians). Given a source image, we predict a 3DMM mesh and a set of Gaussians that are rigged to this mesh. We then reanimate this rigged head avatar to match a target frame, and backpropagate photometric losses to both the 3DMM and Gaussian prediction networks. We find that using Gaussians for rendering substantially improves the effectiveness of this self-supervised approach. Training solely on 2D data, our method surpasses existing self-supervised approaches in geometric evaluations on the NoW benchmark for neutral faces and a new benchmark for non-neutral expressions. Our method also produces highly expressive meshes, outperforming state-of-the-art in emotion classification.

cs.CV↗

LinPrim: Linear Primitives for Differentiable Volumetric Rendering

Volumetric rendering has become central to modern novel view synthesis methods, which use differentiable rendering to optimize 3D scene representations directly from observed views. While many recent works build on NeRF or 3D Gaussians, we explore an alternative volumetric scene representation. More specifically, we introduce two new scene representations based on linear primitives - octahedra and tetrahedra - both of which define homogeneous volumes bounded by triangular faces. To optimize these primitives, we present a differentiable rasterizer that runs efficiently on GPUs, allowing end-to-end gradient-based optimization while maintaining real-time rendering capabilities. Through experiments on real-world datasets, we demonstrate comparable performance to state-of-the-art volumetric methods while requiring fewer primitives to achieve similar reconstruction fidelity. Our findings deepen the understanding of 3D representations by providing insights into the fidelity and performance characteristics of transparent polyhedra and suggest that adopting novel primitives can expand the available design space.

cs.CV↗

WorldExplorer: Towards Generating Fully Navigable 3D Scenes

Generating 3D worlds from text is a highly anticipated goal in computer vision. Existing works are limited by the degree of exploration they allow inside of a scene, i.e., produce streched-out and noisy artifacts when moving beyond central or panoramic perspectives. To this end, we propose WorldExplorer, a novel method based on autoregressive video trajectory generation, which builds fully navigable 3D scenes with consistent visual quality across a wide range of viewpoints. We initialize our scenes by creating multi-view consistent images corresponding to a 360 degree panorama. Then, we expand it by leveraging video diffusion models in an iterative scene generation pipeline. Concretely, we generate multiple videos along short, pre-defined trajectories, that explore the scene in depth, including motion around objects. Our novel scene memory conditions each video on the most relevant prior views, while a collision-detection mechanism prevents degenerate results, like moving into objects. Finally, we fuse all generated views into a unified 3D representation via 3D Gaussian Splatting optimization. Compared to prior approaches, WorldExplorer produces high-quality scenes that remain stable under large camera motion, enabling for the first time realistic and unrestricted exploration. We believe this marks a significant step toward generating immersive and truly explorable virtual 3D environments.

cs.CV↗

Avat3r: Large Animatable Gaussian Reconstruction Model for High-fidelity 3D Head Avatars

Traditionally, creating photo-realistic 3D head avatars requires a studio-level multi-view capture setup and expensive optimization during test-time, limiting the use of digital human doubles to the VFX industry or offline renderings. To address this shortcoming, we present Avat3r, which regresses a high-quality and animatable 3D head avatar from just a few input images, vastly reducing compute requirements during inference. More specifically, we make Large Reconstruction Models animatable and learn a powerful prior over 3D human heads from a large multi-view video dataset. For better 3D head reconstructions, we employ position maps from DUSt3R and generalized feature maps from the human foundation model Sapiens. To animate the 3D head, our key discovery is that simple cross-attention to an expression code is already sufficient. Finally, we increase robustness by feeding input images with different expressions to our model during training, enabling the reconstruction of 3D head avatars from inconsistent inputs, e.g., an imperfect phone capture with accidental movement, or frames from a monocular video. We compare Avat3r with current state-of-the-art methods for few-input and single-input scenarios, and find that our method has a competitive advantage in both tasks. Finally, we demonstrate the wide applicability of our proposed model, creating 3D head avatars from images of different sources, smartphone captures, single images, and even out-of-domain inputs like antique busts. Project website: https://tobias-kirschstein.github.io/avat3r/

cs.CV↗

HairGS: Hair Strand Reconstruction based on 3D Gaussian Splatting

Human hair reconstruction is a challenging problem in computer vision, with growing importance for applications in virtual reality and digital human modeling. Recent advances in 3D Gaussians Splatting (3DGS) provide efficient and explicit scene representations that naturally align with the structure of hair strands. In this work, we extend the 3DGS framework to enable strand-level hair geometry reconstruction from multi-view images. Our multi-stage pipeline first reconstructs detailed hair geometry using a differentiable Gaussian rasterizer, then merges individual Gaussian segments into coherent strands through a novel merging scheme, and finally refines and grows the strands under photometric supervision. While existing methods typically evaluate reconstruction quality at the geometric level, they often neglect the connectivity and topology of hair strands. To address this, we propose a new evaluation metric that serves as a proxy for assessing topological accuracy in strand reconstruction. Extensive experiments on both synthetic and real-world datasets demonstrate that our method robustly handles a wide range of hairstyles and achieves efficient reconstruction, typically completing within one hour. The project page can be found at: https://yimin-pan.github.io/hair-gs/

cs.CV↗

3DGS-LM: Faster Gaussian-Splatting Optimization with Levenberg-Marquardt

We present 3DGS-LM, a new method that accelerates the reconstruction of 3D Gaussian Splatting (3DGS) by replacing its ADAM optimizer with a tailored Levenberg-Marquardt (LM). Existing methods reduce the optimization time by decreasing the number of Gaussians or by improving the implementation of the differentiable rasterizer. However, they still rely on the ADAM optimizer to fit Gaussian parameters of a scene in thousands of iterations, which can take up to an hour. To this end, we change the optimizer to LM that runs in conjunction with the 3DGS differentiable rasterizer. For efficient GPU parallization, we propose a caching data structure for intermediate gradients that allows us to efficiently calculate Jacobian-vector products in custom CUDA kernels. In every LM iteration, we calculate update directions from multiple image subsets using these kernels and combine them in a weighted mean. Overall, our method is 20% faster than the original 3DGS while obtaining the same reconstruction quality. Our optimization is also agnostic to other methods that acclerate 3DGS, thus enabling even faster speedups compared to vanilla 3DGS.

cs.CV↗

QuickSplat: Fast 3D Surface Reconstruction via Learned Gaussian Initialization

Surface reconstruction is fundamental to computer vision and graphics, enabling applications in 3D modeling, mixed reality, robotics, and more. Existing approaches based on volumetric rendering obtain promising results, but optimize on a per-scene basis, resulting in a slow optimization that can struggle to model under-observed or textureless regions. We introduce QuickSplat, which learns data-driven priors to generate dense initializations for 2D gaussian splatting optimization of large-scale indoor scenes. This provides a strong starting point for the reconstruction, which accelerates the convergence of the optimization and improves the geometry of flat wall structures. We further learn to jointly estimate the densification and update of the scene parameters during each iteration; our proposed densifier network predicts new Gaussians based on the rendering gradients of existing ones, removing the needs of heuristics for densification. Extensive experiments on large-scale indoor scene reconstruction demonstrate the superiority of our data-driven optimization. Concretely, we accelerate runtime by 8x, while decreasing depth errors by up to 48% in comparison to state of the art methods.

cs.CV↗

ScaffoldAvatar: High-Fidelity Gaussian Avatars with Patch Expressions

Generating high-fidelity real-time animated sequences of photorealistic 3D head avatars is important for many graphics applications, including immersive telepresence and movies. This is a challenging problem particularly when rendering digital avatar close-ups for showing character's facial microfeatures and expressions. To capture the expressive, detailed nature of human heads, including skin furrowing and finer-scale facial movements, we propose to couple locally-defined facial expressions with 3D Gaussian splatting to enable creating ultra-high fidelity, expressive and photorealistic 3D head avatars. In contrast to previous works that operate on a global expression space, we condition our avatar's dynamics on patch-based local expression features and synthesize 3D Gaussians at a patch level. In particular, we leverage a patch-based geometric 3D face model to extract patch expressions and learn how to translate these into local dynamic skin appearance and motion by coupling the patches with anchor points of Scaffold-GS, a recent hierarchical scene representation. These anchors are then used to synthesize 3D Gaussians on-the-fly, conditioned by patch-expressions and viewing direction. We employ color-based densification and progressive training to obtain high-quality results and faster convergence for high resolution 3K training images. By leveraging patch-level expressions, ScaffoldAvatar consistently achieves state-of-the-art performance with visually natural motion, while encompassing diverse facial expressions and styles in real time.

cs.GR↗

Zero-shot Inexact CAD Model Alignment from a Single Image

One practical approach to infer 3D scene structure from a single image is to retrieve a closely matching 3D model from a database and align it with the object in the image. Existing methods rely on supervised training with images and pose annotations, which limits them to a narrow set of object categories. To address this, we propose a weakly supervised 9-DoF alignment method for inexact 3D models that requires no pose annotations and generalizes to unseen categories. Our approach derives a novel feature space based on foundation features that ensure multi-view consistency and overcome symmetry ambiguities inherent in foundation features using a self-supervised triplet loss. Additionally, we introduce a texture-invariant pose refinement technique that performs dense alignment in normalized object coordinates, estimated through the enhanced feature space. We conduct extensive evaluations on the real-world ScanNet25k dataset, where our method outperforms SOTA weakly supervised baselines by +4.3% mean alignment accuracy and is the only weakly supervised approach to surpass the supervised ROCA by +2.7%. To assess generalization, we introduce SUN2CAD, a real-world test set with 20 novel object categories, where our method achieves SOTA results without prior training on them.

cs.CV↗