reconstruction quality
Understanding Bias Terms in Neural Representations
In this paper, we examine the impact and significance of bias terms in Implicit Neural Representations (INRs). While bias terms are known to enhance nonlinear capacity by shifting activations in typical neural networks, we discover their functionality differs markedly in neural representation networks. Our analysis reveals that INR performance neither scales with increased number of bias terms nor shows substantial improvement through bias term gradient propagation. We demonstrate that bias terms in INRs primarily serve to eliminate spatial aliasing caused by symmetry from both coordinates and activation functions, with inputlayer bias terms yielding the most significant benefits. These findings challenge the conventional practice of implementing full-bias INR architecture. We propose using freezing bias terms exclusively in input layers, which consistently outperforms fully biased networks in signal fitting tasks. Furthermore, we introduce Feature-Biased INRs (Feat-Bias), which initialize input-layer bias with high-level features extracted from pre-trained models. This feature-biasing approach effectively addresses the limited performance in INR post-processing tasks due to neural parameter uninterpretability, achieving superior accuracy while reducing parameter count and improving reconstruction quality. Our code is available at this link.
REArtGS: Reconstructing and Generating Articulated Objects via 3DGaussian Splatting with Geometric and Motion Constraints
Articulated objects, as prevalent entities in human life, their 3D representations play crucial roles across various applications. However, achieving both high-fidelity textured surface reconstruction and dynamic generation for articulated objects remains challenging for existing methods. In this paper, we present REArtGS, a novel framework that introduces additional geometric and motion constraints to 3DGaussian primitives, enabling realistic surface reconstruction and generation for articulated objects. Specifically, given multi-view RGB images of arbitrary two states of articulated objects, we first introduce an unbiased Signed Distance Field (SDF) guidance to regularize Gaussian opacity fields, enhancing geometry constraints and improving surface reconstruction quality. Then we establish deformable fields for 3DGaussians constrained by the kinematic structures of articulated objects, achieving unsupervised generation of surface meshes in unseen states. Extensive experiments on both synthetic and real datasets demonstrate our approach achieves high-quality textured surface reconstruction for given states, and enables high-fidelity surface generation for unseen states.
Precise Diffusion Inversion: Towards Novel Samples and Few-Step Models
The diffusion inversion problem seeks to recover the latent generative trajectory of a diffusion model given a real image. Faithful inversion is critical for ensuring consistency in diffusion-based image editing. Prior works formulate this task as a fixed-point problem and solve it using numerical methods. However, achieving both accuracy and efficiency remains challenging, especially for few-step models and novel samples. In this paper, we propose PreciseInv, a general-purpose testtime optimization framework that enables fast and faithful inversion in as few as two inference steps.
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 [18] or 3DGaussians [13], 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 gradientbased 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. 1
Page 20 of
A.1 Frequency ablation study We perform an ablation study on the coarse-to-fine parameter αd and the number of frequency bands L. In Figure 1, we show the surface reconstruction results of the DTUBuddha model under different frequency parameters. Each model is trained for 300K iterations. In the first row we show the results of surface reconstruction quality under different coarse-to-fine parameters αd. It can be seen that when the parameter is too small, the surface reconstruction tends to be oversmoothed. When the parameter is too large, many artifacts will appear in the reconstruction results.
Information-driven design of imaging systems
Our information estimator uses only these noisy measurements and a noise model to quantify how well measurements distinguish objects. Many imaging systems produce measurements that humans never see or cannot interpret directly. Your smartphone processes raw sensor data through algorithms before producing the final photo. MRI scanners collect frequency-space measurements that require reconstruction before doctors can view them. Self-driving cars process camera and LiDAR data directly with neural networks.
Event-3DGS: Event-based 3D Reconstruction Using 3D Gaussian Splatting
Event cameras, offering high temporal resolution and high dynamic range, have brought a new perspective to addressing 3D reconstruction challenges in fast-motion and low-light scenarios. Most methods use the Neural Radiance Field (NeRF) for event-based photorealistic 3D reconstruction. However, these NeRF methods suffer from time-consuming training and inference, as well as limited scene-editing capabilities of implicit representations. To address these problems, we propose Event-3DGS, the first event-based reconstruction using 3D Gaussian splatting (3DGS) for synthesizing novel views freely from event streams. Technically, we first propose an event-based 3DGS framework that directly processes event data and reconstructs 3D scenes by simultaneously optimizing scenario and sensor parameters. Then, we present a high-pass filter-based photovoltage estimation module, which effectively reduces noise in event data to improve the robustness of our method in real-world scenarios.
From Chaos to Clarity: 3DGS in the Dark
Novel view synthesis from raw images provides superior high dynamic range (HDR) information compared to reconstructions from low dynamic range RGB images. However, the inherent noise in unprocessed raw images compromises the accuracy of 3D scene representation. Our study reveals that 3D Gaussian Splatting (3DGS) is particularly susceptible to this noise, leading to numerous elongated Gaussian shapes that overfit the noise, thereby significantly degrading reconstruction quality and reducing inference speed, especially in scenarios with limited views. To address these issues, we introduce a novel self-supervised learning framework designed to reconstruct HDR 3DGS from a limited number of noisy raw images. This framework enhances 3DGS by integrating a noise extractor and employing a noise-robust reconstruction loss that leverages a noise distribution prior. Experimental results show that our method outperforms LDR/HDR 3DGS and previous state-of-the-art (SOTA) self-supervised and supervised pre-trained models in both reconstruction quality and inference speed on the RawNeRF dataset across a broad range of training views. We will release the code upon paper acceptance.