SearcharxivSearch

arXiv subjects

Wenzheng Chen

Publications and source records attributed to Wenzheng Chen.

At least 19 recordsLinked to original sources

NSL-SLAM: High-Fidelity Neural Structured-Light Depth for Practical SLAM and Reconstruction

Structured-light (SL) cameras power depth sensing in millions of devices, and recent neural SL decoding methods have substantially improved their depth quality. SLAM systems can benefit greatly from such strong depth sensing, where reliable geometry enables stable tracking and faithful reconstruction. In this work, we present NSL-SLAM, a practical SLAM system tailored for high-fidelity structured-light depth. We first strengthen SL depth sensing: inspired by the neural structured-light (NSL) method, we further incorporate strong monocular depth priors into the SL stereo decoding, reducing depth RMSE by 35% on Replica-SL compared to NSL. We then build a depth-centric SLAM pipeline with this stronger depth: because structured-light geometry is dense and metrically accurate, we keep it as the primary tracking signal, and add only sparse visual correspondences for geometrically degenerate cases and lightweight bundle adjustment for long-range drift. Our depth estimator and SLAM design reinforce each other: stronger depth makes a simple SLAM pipeline effective, and the depth-centric pipeline ensures this advantage transfers to downstream reconstruction. Experimentally, on the synthetic Replica-SL benchmark, NSL-SLAM achieves the best tracking accuracy and improves reconstruction F-score by 1.6 points over the SOTA baseline under a shared-depth protocol. On a real benchmark of 8 challenging scenes, it is the only method that avoids catastrophic failure on all sequences while achieving 43.3% lower trajectory deviation than selected baselines. The SLAM system runs online at 20.9 FPS, demonstrating that stronger structured-light depth and depth-centric system design together enable practical, robust SLAM.

cs.CV

RefracGS: Novel View Synthesis Through Refractive Water Surfaces with 3D Gaussian Ray Tracing

Novel view synthesis (NVS) through non-planar refractive surfaces presents fundamental challenges due to severe, spatially varying optical distortions. While recent representations like NeRF and 3D Gaussian Splatting (3DGS) excel at NVS, their assumption of straight-line ray propagation fails under these conditions, leading to significant artifacts. To overcome this limitation, we introduce RefracGS, a framework that jointly reconstructs the refractive water surface and the scene beneath the interface. Our key insight is to explicitly decouple the refractive boundary from the target objects: the refractive surface is modeled via a neural height field, capturing wave geometry, while the underlying scene is represented as a 3D Gaussian field. We formulate a refraction-aware Gaussian ray tracing approach that accurately computes non-linear ray trajectories using Snell's law and efficiently renders the underlying Gaussian field while backpropagating the loss gradients to the parameterized refractive surface. Through end-to-end joint optimization of both representations, our method ensures high-fidelity NVS and view-consistent surface recovery. Experiments on both synthetic and real-world scenes with complex waves demonstrate that RefracGS outperforms prior refractive methods in visual quality, while achieving 15x faster training and real-time rendering at 200 FPS. The project page for RefracGS is available at https://yimgshao.github.io/refracgs/.

cs.CV

FieryGS: In-the-Wild Fire Synthesis with Physics-Integrated Gaussian Splatting

We consider the problem of synthesizing photorealistic, physically plausible combustion effects in in-the-wild 3D scenes. Traditional CFD and graphics pipelines can produce realistic fire effects but rely on handcrafted geometry, expert-tuned parameters, and labor-intensive workflows, limiting their scalability to the real world. Recent scene modeling advances like 3D Gaussian Splatting (3DGS) enable high-fidelity real-world scene reconstruction, yet lack physical grounding for combustion. To bridge this gap, we propose FieryGS, a physically-based framework that integrates physically-accurate and user-controllable combustion simulation and rendering within the 3DGS pipeline, enabling realistic fire synthesis for real scenes. Our approach tightly couples three key modules: (1) multimodal large-language-model-based physical material reasoning, (2) efficient volumetric combustion simulation, and (3) a unified renderer for fire and 3DGS. By unifying reconstruction, physical reasoning, simulation, and rendering, FieryGS removes manual tuning and automatically generates realistic, controllable fire dynamics consistent with scene geometry and materials. Our framework supports complex combustion phenomena -- including flame propagation, smoke dispersion, and surface carbonization -- with precise user control over fire intensity, airflow, ignition location and other combustion parameters. Evaluated on diverse indoor and outdoor scenes, FieryGS outperforms all comparative baselines in visual realism, physical fidelity, and controllability. Project page can be found at https://pku-vcl-geometry.github.io/FieryGS/.

cs.GR

ABot-3DWorld 0: A Universal World Model to Explore Any 3D Space

We present ABot-3DWorld 0, a universal multimodal 3D world model that turns text, image, and video inputs into high-fidelity, explorable 3D worlds. At the heart of our framework is a unified Spatial Generative Primitive (SGP), a compact tuple of a high-quality panorama and a spatial point cloud that delivers an efficient description of any 3D space. Multimodal inputs are first lifted into this primitive; a 3D-consistent panoramic video generator then explores the primitive along a planned trajectory; finally, our panoramic video reconstruction engine converts the generated video into a clean, photorealistic 3D Gaussian Splatting (3DGS) world. This pipeline covers two regimes: rich inputs (multi-view sets, casual video) are lifted into the SGP through a geometry-rigorous recovery that mirrors the observed scene, while a single image or sentence is completed generatively into a creative world. The result is one low-barrier engine for general 3D content creation that further anchors generated worlds to geographic points of interest, enabling map-native spatial exploration at consumer scale. Experiments show that ABot-3DWorld 0 sets the state of the art among open-source methods and demonstrates stronger scene fidelity than Marble under rich multimodal inputs.

cs.CV

An Expectation-Maximization Algorithm for Training Clean Diffusion Models from Corrupted Observations

Diffusion models excel in solving imaging inverse problems due to their ability to model complex image priors. However, their reliance on large, clean datasets for training limits their practical use where clean data is scarce. In this paper, we propose EMDiffusion, an expectation-maximization (EM) approach to train diffusion models from corrupted observations. Our method alternates between reconstructing clean images from corrupted data using a known diffusion model (E-step) and refining diffusion model weights based on these reconstructions (M-step). This iterative process leads the learned diffusion model to gradually converge to the true clean data distribution. We validate our method through extensive experiments on diverse computational imaging tasks, including random inpainting, denoising, and deblurring, achieving new state-of-the-art performance.

cs.CV

Let Language Constrain Geometry: Vision-Language Models as Semantic and Spatial Critics for 3D Generation

Text-to-3D generation has advanced rapidly, yet state-of-the-art models, encompassing both optimization-based and feed-forward architectures, still face two fundamental limitations. First, they struggle with coarse semantic alignment, often failing to capture fine-grained prompt details. Second, they lack robust 3D spatial understanding, leading to geometric inconsistencies and catastrophic failures in part assembly and spatial relationships. To address these challenges, we propose VLM3D, a general framework that repurposes large vision-language models (VLMs) as powerful, differentiable semantic and spatial critics. Our core contribution is a dual-query critic signal derived from the VLM's Yes or No log-odds, which assesses both semantic fidelity and geometric coherence. We demonstrate the generality of this guidance signal across two distinct paradigms: (1) As a reward objective for optimization-based pipelines, VLM3D significantly outperforms existing methods on standard benchmarks. (2) As a test-time guidance module for feed-forward pipelines, it actively steers the iterative sampling process of SOTA native 3D models to correct severe spatial errors. VLM3D establishes a principled and generalizable path to inject the VLM's rich, language-grounded understanding of both semantics and space into diverse 3D generative pipelines.

cs.CV

The Less You Depend, The More You Learn: Synthesizing Novel Views from Sparse, Unposed Images with Minimal 3D Knowledge

Recent advances in feed-forward Novel View Synthesis (NVS) have led to a divergence between two design philosophies: bias-driven methods, which rely on explicit 3D knowledge, such as handcrafted 3D representations (e.g., NeRF and 3DGS) and camera poses annotated by Structure-from-Motion algorithms, and data-centric methods, which learn to understand 3D structure implicitly from large-scale imagery data. This raises a fundamental question: which paradigm is more scalable in an era of ever-increasing data availability? In this work, we conduct a comprehensive analysis of existing methods and uncover a critical trend that the performance of methods requiring less 3D knowledge accelerates more as training data increases, eventually outperforming their 3D knowledge-driven counterparts, which we term "the less you depend, the more you learn." Guided by this finding, we design a feed-forward NVS framework that removes both explicit scene structure and pose annotation reliance. By eliminating these dependencies, our method leverages great scalability, learning implicit 3D awareness directly from vast quantities of 2D images, without any pose information for training or inference. Extensive experiments demonstrate that our model achieves state-of-the-art NVS performance, even outperforming methods relying on posed training data. The results validate not only the effectiveness of our data-centric paradigm but also the power of our scalability finding as a guiding principle.

cs.CV

From Orbit to Ground: Generative City Photogrammetry from Extreme Off-Nadir Satellite Images

City-scale 3D reconstruction from satellite imagery presents the challenge of extreme viewpoint extrapolation, where our goal is to synthesize ground-level novel views from sparse orbital images with minimal parallax. This requires inferring nearly $90^\circ$ viewpoint gaps from image sources with severely foreshortened facades and flawed textures, causing state-of-the-art reconstruction engines such as NeRF and 3DGS to fail. To address this problem, we propose two design choices tailored for city structures and satellite inputs. First, we model city geometry as a 2.5D height map, implemented as a Z-monotonic signed distance field (SDF) that matches urban building layouts from top-down viewpoints. This stabilizes geometry optimization under sparse, off-nadir satellite views and yields a watertight mesh with crisp roofs and clean, vertically extruded facades. Second, we paint the mesh appearance from satellite images via differentiable rendering techniques. While the satellite inputs may contain long-range, blurry captures, we further train a generative texture restoration network to enhance the appearance, recovering high-frequency, plausible texture details from degraded inputs. Our method's scalability and robustness are demonstrated through extensive experiments on large-scale urban reconstruction. For example, in our teaser figure, we reconstruct a $4\,\mathrm{km}^2$ real-world region from only a few satellite images, achieving state-of-the-art performance in synthesizing photorealistic ground views. The resulting models are not only visually compelling but also serve as high-fidelity, application-ready assets for downstream tasks like urban planning and simulation. Project page can be found at https://pku-vcl-geometry.github.io/Orbit2Ground/.

cs.CV

PointCNN++: Performant Convolution on Native Points

Existing convolutional learning methods for 3D point cloud data are divided into two paradigms: point-based methods that preserve geometric precision but often face performance challenges, and voxel-based methods that achieve high efficiency through quantization at the cost of geometric fidelity. This loss of precision is a critical bottleneck for tasks such as point cloud registration. We propose PointCNN++, a novel architectural design that fundamentally mitigates this precision-performance trade-off. It $\textbf{generalizes sparse convolution from voxels to points}$, treating voxel-based convolution as a specialized, degraded case of our more general point-based convolution. First, we introduce a point-centric convolution where the receptive field is centered on the original, high-precision point coordinates. Second, to make this high-fidelity operation performant, we design a computational strategy that operates $\textbf{natively}$ on points. We formulate the convolution on native points as a Matrix-Vector Multiplication and Reduction (MVMR) problem, for which we develop a dedicated, highly-optimized GPU kernel. Experiments demonstrate that PointCNN++ $\textbf{uses an order of magnitude less memory and is several times faster}$ than representative point-based methods. Furthermore, when used as a simple replacement for the voxel-based backbones it generalizes, it $\textbf{significantly improves point cloud registration accuracies while proving both more memory-efficient and faster}$. PointCNN++ shows that preserving geometric detail and achieving high performance are not mutually exclusive, paving the way for a new class of 3D learning with high fidelity and efficiency. Our code will be open sourced.

cs.CV

Recovering 3D Shapes from Ultra-Fast Motion-Blurred Images

We consider the problem of 3D shape recovery from ultra-fast motion-blurred images. While 3D reconstruction from static images has been extensively studied, recovering geometry from extreme motion-blurred images remains challenging. Such scenarios frequently occur in both natural and industrial settings, such as fast-moving objects in sports (e.g., balls) or rotating machinery, where rapid motion distorts object appearance and makes traditional 3D reconstruction techniques like Multi-View Stereo (MVS) ineffective. In this paper, we propose a novel inverse rendering approach for shape recovery from ultra-fast motion-blurred images. While conventional rendering techniques typically synthesize blur by averaging across multiple frames, we identify a major computational bottleneck in the repeated computation of barycentric weights. To address this, we propose a fast barycentric coordinate solver, which significantly reduces computational overhead and achieves a speedup of up to 4.57x, enabling efficient and photorealistic simulation of high-speed motion. Crucially, our method is fully differentiable, allowing gradients to propagate from rendered images to the underlying 3D shape, thereby facilitating shape recovery through inverse rendering. We validate our approach on two representative motion types: rapid translation and rotation. Experimental results demonstrate that our method enables efficient and realistic modeling of ultra-fast moving objects in the forward simulation. Moreover, it successfully recovers 3D shapes from 2D imagery of objects undergoing extreme translational and rotational motion, advancing the boundaries of vision-based 3D reconstruction. Project page: https://maxmilite.github.io/rec-from-ultrafast-blur/

cs.CV

Value-State Gated Attention for Mitigating Extreme-Token Phenomena in Transformers

Large models based on the Transformer architecture are susceptible to extreme-token phenomena, such as attention sinks and value-state drains. These issues, which degrade model performance, quantization fidelity, and interpretability, arise from a problematic mutual reinforcement mechanism where the model learns an inefficient 'no-op' behavior by focusing attention on tokens with near-zero value states. In this paper, we propose Value-State Gated Attention (VGA), a simple, dedicated, and stable architectural mechanism for performing 'no-op' attention efficiently by directly breaking this cycle. VGA introduces a learnable, data-dependent gate, computed directly from the value vectors (V), to modulate the output. Through a theoretical analysis of the underlying gradients, we show that gating the value-state with a function of itself is more effective at decoupling value and attention score updates than prior methods that gate on input embeddings. This creates a direct regulatory pathway that allows the model to suppress a token's contribution based on its emergent value representation. Our experiments demonstrate that VGA significantly mitigates the formation of attention sinks and stabilizes value-state norms, leading to improved performance, robust quantization fidelity, and enhanced model interpretability.

cs.LG

Robust Single-shot Structured Light 3D Imaging via Neural Feature Decoding

We consider the problem of active 3D imaging using single-shot structured light systems, which are widely employed in commercial 3D sensing devices such as Apple Face ID and Intel RealSense. Traditional structured light methods typically decode depth correspondences through pixel-domain matching algorithms, resulting in limited robustness under challenging scenarios like occlusions, fine-structured details, and non-Lambertian surfaces. Inspired by recent advances in neural feature matching, we propose a learning-based structured light decoding framework that performs robust correspondence matching within feature space rather than the fragile pixel domain. Our method extracts neural features from the projected patterns and captured infrared (IR) images, explicitly incorporating their geometric priors by building cost volumes in feature space, achieving substantial performance improvements over pixel-domain decoding approaches. To further enhance depth quality, we introduce a depth refinement module that leverages strong priors from large-scale monocular depth estimation models, improving fine detail recovery and global structural coherence. To facilitate effective learning, we develop a physically-based structured light rendering pipeline, generating nearly one million synthetic pattern-image pairs with diverse objects and materials for indoor settings. Experiments demonstrate that our method, trained exclusively on synthetic data with multiple structured light patterns, generalizes well to real-world indoor environments, effectively processes various pattern types without retraining, and consistently outperforms both commercial structured light systems and passive stereo RGB-based depth estimation methods. Project page: https://namisntimpot.github.io/NSLweb/.

cs.CV

InstantViR: Real-Time Video Inverse Problem Solver with Distilled Diffusion Prior

Video inverse problems are fundamental to streaming, telepresence, and AR/VR, where high perceptual quality must coexist with tight latency constraints. Diffusion-based priors currently deliver state-of-the-art reconstructions, but existing approaches either adapt image diffusion models with ad hoc temporal regularizers - leading to temporal artifacts - or rely on native video diffusion models whose iterative posterior sampling is far too slow for real-time use. We introduce InstantViR, an amortized inference framework for ultra-fast video reconstruction powered by a pre-trained video diffusion prior. We distill a powerful bidirectional video diffusion model (teacher) into a causal autoregressive student that maps a degraded video directly to its restored version in a single forward pass, inheriting the teacher's strong temporal modeling while completely removing iterative test-time optimization. The distillation is prior-driven: it only requires the teacher diffusion model and known degradation operators, and does not rely on externally paired clean/noisy video data. To further boost throughput, we replace the video-diffusion backbone VAE with a high-efficiency LeanVAE via an innovative teacher-space regularized distillation scheme, enabling low-latency latent-space processing. Across streaming random inpainting, Gaussian deblurring and super-resolution, InstantViR matches or surpasses the reconstruction quality of diffusion-based baselines while running at over 35 FPS on NVIDIA A100 GPUs, achieving up to 100 times speedups over iterative video diffusion solvers. These results show that diffusion-based video reconstruction is compatible with real-time, interactive, editable, streaming scenarios, turning high-quality video restoration into a practical component of modern vision systems.

cs.CV

Vision-Language Models as Differentiable Semantic and Spatial Rewards for Text-to-3D Generation

Score Distillation Sampling (SDS) enables high-quality text-to-3D generation by supervising 3D models through the denoising of multi-view 2D renderings, using a pretrained text-to-image diffusion model to align with the input prompt and ensure 3D consistency. However, existing SDS-based methods face two fundamental limitations: (1) their reliance on CLIP-style text encoders leads to coarse semantic alignment and struggles with fine-grained prompts; and (2) 2D diffusion priors lack explicit 3D spatial constraints, resulting in geometric inconsistencies and inaccurate object relationships in multi-object scenes. To address these challenges, we propose VLM3D, a novel text-to-3D generation framework that integrates large vision-language models (VLMs) into the SDS pipeline as differentiable semantic and spatial priors. Unlike standard text-to-image diffusion priors, VLMs leverage rich language-grounded supervision that enables fine-grained prompt alignment. Moreover, their inherent vision language modeling provides strong spatial understanding, which significantly enhances 3D consistency for single-object generation and improves relational reasoning in multi-object scenes. We instantiate VLM3D based on the open-source Qwen2.5-VL model and evaluate it on the GPTeval3D benchmark. Experiments across diverse objects and complex scenes show that VLM3D significantly outperforms prior SDS-based methods in semantic fidelity, geometric coherence, and spatial correctness.

cs.CV

GeoSplatting: Towards Geometry Guided Gaussian Splatting for Physically-based Inverse Rendering

Recent 3D Gaussian Splatting (3DGS) representations have demonstrated remarkable performance in novel view synthesis; further, material-lighting disentanglement on 3DGS warrants relighting capabilities and its adaptability to broader applications. While the general approach to the latter operation lies in integrating differentiable physically-based rendering (PBR) techniques to jointly recover BRDF materials and environment lighting, achieving a precise disentanglement remains an inherently difficult task due to the challenge of accurately modeling light transport. Existing approaches typically approximate Gaussian points' normals, which constitute an implicit geometric constraint. However, they usually suffer from inaccuracies in normal estimation that subsequently degrade light transport, resulting in noisy material decomposition and flawed relighting results. To address this, we propose GeoSplatting, a novel approach that augments 3DGS with explicit geometry guidance for precise light transport modeling. By differentiably constructing a surface-grounded 3DGS from an optimizable mesh, our approach leverages well-defined mesh normals and the opaque mesh surface, and additionally facilitates the use of mesh-based ray tracing techniques for efficient, occlusion-aware light transport calculations. This enhancement ensures precise material decomposition while preserving the efficiency and high-quality rendering capabilities of 3DGS. Comprehensive evaluations across diverse datasets demonstrate the effectiveness of GeoSplatting, highlighting its superior efficiency and state-of-the-art inverse rendering performance. The project page can be found at https://pku-vcl-geometry.github.io/GeoSplatting/.

cs.CV

Dive3D: Diverse Distillation-based Text-to-3D Generation via Score Implicit Matching

Distilling pre-trained 2D diffusion models into 3D assets has driven remarkable advances in text-to-3D synthesis. However, existing methods typically rely on Score Distillation Sampling (SDS) loss, which involves asymmetric KL divergence--a formulation that inherently favors mode-seeking behavior and limits generation diversity. In this paper, we introduce Dive3D, a novel text-to-3D generation framework that replaces KL-based objectives with Score Implicit Matching (SIM) loss, a score-based objective that effectively mitigates mode collapse. Furthermore, Dive3D integrates both diffusion distillation and reward-guided optimization under a unified divergence perspective. Such reformulation, together with SIM loss, yields significantly more diverse 3D outputs while improving text alignment, human preference, and overall visual fidelity. We validate Dive3D across various 2D-to-3D prompts and find that it consistently outperforms prior methods in qualitative assessments, including diversity, photorealism, and aesthetic appeal. We further evaluate its performance on the GPTEval3D benchmark, comparing against nine state-of-the-art baselines. Dive3D also achieves strong results on quantitative metrics, including text-asset alignment, 3D plausibility, text-geometry consistency, texture quality, and geometric detail.

cs.CV

RainyGS: Efficient Rain Synthesis with Physically-Based Gaussian Splatting

We consider the problem of adding dynamic rain effects to in-the-wild scenes in a physically-correct manner. Recent advances in scene modeling have made significant progress, with NeRF and 3DGS techniques emerging as powerful tools for reconstructing complex scenes. However, while effective for novel view synthesis, these methods typically struggle with challenging scene editing tasks, such as physics-based rain simulation. In contrast, traditional physics-based simulations can generate realistic rain effects, such as raindrops and splashes, but they often rely on skilled artists to carefully set up high-fidelity scenes. This process lacks flexibility and scalability, limiting its applicability to broader, open-world environments. In this work, we introduce RainyGS, a novel approach that leverages the strengths of both physics-based modeling and 3DGS to generate photorealistic, dynamic rain effects in open-world scenes with physical accuracy. At the core of our method is the integration of physically-based raindrop and shallow water simulation techniques within the fast 3DGS rendering framework, enabling realistic and efficient simulations of raindrop behavior, splashes, and reflections. Our method supports synthesizing rain effects at over 30 fps, offering users flexible control over rain intensity -- from light drizzles to heavy downpours. We demonstrate that RainyGS performs effectively for both real-world outdoor scenes and large-scale driving scenarios, delivering more photorealistic and physically-accurate rain effects compared to state-of-the-art methods. Project page can be found at https://pku-vcl-geometry.github.io/RainyGS/

cs.GR

Learning Diffusion Model from Noisy Measurement using Principled Expectation-Maximization Method

Diffusion models have demonstrated exceptional ability in modeling complex image distributions, making them versatile plug-and-play priors for solving imaging inverse problems. However, their reliance on large-scale clean datasets for training limits their applicability in scenarios where acquiring clean data is costly or impractical. Recent approaches have attempted to learn diffusion models directly from corrupted measurements, but these methods either lack theoretical convergence guarantees or are restricted to specific types of data corruption. In this paper, we propose a principled expectation-maximization (EM) framework that iteratively learns diffusion models from noisy data with arbitrary corruption types. Our framework employs a plug-and-play Monte Carlo method to accurately estimate clean images from noisy measurements, followed by training the diffusion model using the reconstructed images. This process alternates between estimation and training until convergence. We evaluate the performance of our method across various imaging tasks, including inpainting, denoising, and deblurring. Experimental results demonstrate that our approach enables the learning of high-fidelity diffusion priors from noisy data, significantly enhancing reconstruction quality in imaging inverse problems.

cs.CV