Neural Radiance Fields

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Period ending 2026-09-21

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121 papers

Latest in Neural Radiance Fields

Sep 22, 2026eess.SP

Untangling the Geometry and Speed for RF Sensing Spectrograms

A fundamental challenge in RF sensing is that Doppler signatures observed by a link entangle the target's motion with the sensing geometry, resulting in limited applicability to unconstrained real-world settings. In this paper, we establish a new foundation for physically interpretable RF sensing that disentangles reflector speed from geometry, jointly recovering the speed, geometry factor, relative amplitude, and width of each dominant Doppler ridge. More specifically, we first develop a compact parametric representation of WiFi spectrograms and establish its low-dimensional structure through a systematic computer-vision analysis of a large and diverse human-activity dataset, thereby providing a tractable foundation for learning. Building on this representation, we then design a physics-informed autoencoder whose structured bottleneck and differentiable RF forward model enforce physically meaningful estimates of reflector speed and geometry. We further introduce a synthetic-to-real training framework, eliminating the need for real WiFi training data. We extensively validate the proposed framework under both known and time-varying geometries, using both independently generated synthetic test sets and 31 real WiFi experiments. The results demonstrate the superior performance in speed and geometry extraction, robustly recovering the underlying geometry, speeds, Doppler-ridge amplitudes, and ridge widths across all settings, while substantially outperforming the strongest baselines.
Mert Torun, Darius Cuenca, Yasamin Mostofi
Sep 17, 2026cs.CV

GRF-Recon: Global Ray-Field Optimization for Long-Sequence Feed-forward Reconstruction

Feed-forward 3D reconstruction provides an efficient paradigm for scene modeling from image sequences. Scaling these models to large monocular scenarios are constrained by excessive GPU memory footprint, degraded local geometry, and long-term trajectory drift. Existing chunk-based optimization strategies provide limited geometric constraints and fail to maintain global consistency over extended trajectories. We present a unified framework for stable and scalable feed-forward 3D reconstruction from long monocular sequences. Our approach builds on coarse-to-fine trajectory alignment augmented by lightweight geometric prior injection. Distilling monocular geometric cues into the feed-forward backbone via LoRA adaptation improves depth accuracy on fine structures while preserving inference efficiency. We introduce a hybrid-weight sparse ray-field optimization that leverages high-frequency geometric features to guide local point-cloud refinement and enforce consistent inter-frame ray constraints. Unlike prior chunk-based methods, this establishes strong cross-frame geometric coupling while maintaining scalability. Finally, an efficient trajectory stitching strategy with joint ray-error optimization explicitly reduces accumulated drift. Extensive experiments show that our approach achieves competitive trajectory accuracy compared with representative SLAM systems, while maintaining globally consistent 3D reconstruction in large-scale scenarios.
Enpeng Li, Yunzhou Zhang, Zhiyao Zhang +4
Sep 17, 2026cs.CV

STAR: Structure-aware Test-time Adaptation for diffusion-based light field Reconstruction

Light field (LF) reconstruction from limited and noisy focal stack (FS) measurements is a highly ill-posed inverse problem. Although the LF-to-FS imaging geometry is fixed for a given optical setup, LF spatial-angular structure---including within-view spatial details, cross-view angular dependencies, and disparity across views---varies across scenes. Consequently, a fixed pre-trained prior may not optimally capture the spatial-angular structure of each test LF. We propose Structure-aware Test-time Adaptation for diffusion-based light field Reconstruction (STAR), the first test-time adaptation framework for reconstructing an LF from FS. For each test LF, STAR freezes a pre-trained diffusion prior and fits three lightweight adapters to the observed FS to jointly adapt the three components of the LF's spatial-angular structure. STAR outperforms existing state-of-the-art methods in both two- and three-focal-sheet settings, with shorter inference times than those with test-time parameter updates.
Wontae Choi, Ki Ryum Moon, Jae Young Lee +2
Sep 14, 2026cs.CG

Multi-Stage NeRF for Efficient 3D Coronary Artery Reconstruction from Two Narrow-Angle Angiographic Projections

X-ray coronary angiography is the clinical gold standard for coronary artery disease during real-time cardiac interventions, but provides only 2D projections of inherently 3D vessels. Existing learning-based 2D-to-3D reconstruction methods typically require wide angular coverage or multiple views, assumptions that are rarely satisfied in routine practice where only two projections with narrow angular separation are available. To address these challenges, we propose NeCA++, a multi-stage self-supervised neural radiance field (NeRF) framework tailored to clinically realistic acquisition constraints. The framework decomposes reconstruction into two stages that progressively refine spatial support and representation capacity. In the first stage, a coarse 3D representation of the vasculature is reconstructed, restricting the subsequent optimisation to regions with a higher likelihood of vessel presence, termed an active region. Afterward reconstruction is restricted to this region while higher-resolution representations are progressively activated to recover fine vascular details. This multi-stage strategy focuses learning on anatomically plausible regions, mitigates gradient dilution under extreme sparsity, and stabilises global topology before recovering fine vascular branches. Furthermore, two vessel-specific regularisations are introduced: a ray-aligned constraint to reduce projection-induced ambiguity, and a bimodal density penalty to enable early vessel-background separation. Extensive experiments across three datasets (ImageCAS, ASOCA, and Synthetic RCA) and four angular configurations demonstrate consistent superiority over state-of-the-art baselines, particularly under clinically realistic narrow-angle settings, while achieving reconstruction within 58 seconds per case.
Deyu Meng, Mojtaba Lashgari, Yiying Wang +1
Sep 10, 2026eess.SP

Rethinking Radiomap Blind Prediction with Limited Environment and Configuration Representations

Radiomap blind prediction infers radiomaps from observable representations of the propagation environment and base station (BS) configuration without field measurements. These representations are inherently incomplete and cannot uniquely determine the target radiomap. Under squared loss, we identify the conditional-mean radiomap as the population-optimal deterministic target and decompose domain risk into target-approximation error and irreducible uncertainty. The train-test risk gap motivates propagation priors as cross-domain guidance, although their partial or simplified forms may bias the attainable predictor. We therefore propose RadioDecomp, which treats a prior-guided predictor as a correctable base and uses deterministic residual refinement to learn its remaining predictable discrepancy. We instantiate RadioDecomp as RadioLSR (LoS-Shadow-Residual). Experiments under cross-configuration and cross-environment settings show that RadioLSR is especially effective for cross-configuration generalization and provides overall gains over a controlled monolithic counterpart under cross-environment generalization.
Xiaojie Li, Yu Han, Han Fang +3
Sep 10, 2026cs.CV

RouteBridge: Reliability-Routed Bidirectional Distillation Between Neural Radiance Fields and 3D Gaussian Splatting

Neural radiance fields (NeRFs) and 3D Gaussian Splatting (3DGS) encode a scene with complementary inductive biases, but existing cross-representation distillation typically fixes one representation as teacher for the entire scene. A globally fixed teacher can propagate local reconstruction errors. We present RouteBridge, a bidirectional framework that selects the teaching direction for each ray. Its reliability estimator combines photometric residuals with representation-specific geometric evidence and routes supervision from NeRF to 3DGS, from 3DGS to NeRF, or abstains. A renderer-independent interface transfers color, opacity, and normalized depth without shared features or point correspondence. On mip-NeRF 360, the NeRF and 3DGS exports reach 28.56 and 28.77 dB, respectively. The 3DGS export improves over 3DGS by 1.56 dB and over NeRF-GS by 0.45 dB while reducing LPIPS to 0.207. On static three-view DTU, RouteBridge obtains 21.12 dB. Ablations show that both adaptive routing and geometric ray targets contribute to the improvement.
YuanHang Wang, Xin Cao
Sep 7, 2026cs.CV

Zero-Shot 3D Plant Organ Segmentation with SAM3 and Semantic NeRFs

Accurate 3D plant organ segmentation is fundamental to automated phenotyping. Existing approaches rely on annotated training data or species-specific model configurations. We present an annotation-free pipeline for 3D plant organ segmentation, combining text-prompted SAM3 segmentation with semantic neural radiance fields (NeRFs). Given only multi-view RGB images and a list of class names, our zero-shot pipeline produces semantically labeled 3D point clouds without manual annotation, per-species fine-tuning, or domain-specific preprocessing. Multi-view NeRF fusion acts as effective implicit consensus mechanism that lifts imperfect per-frame masks into accurate 3D labels. On a controlled Begonia maculata testbed the SAM3 pipeline achieves 92.6% mIoU, reaching 95.9% of the oracle upper bound established with perfect ground-truth masks. The pipeline was further evaluated on a new dataset spanning ten diverse plant point clouds reaching an average 0.856 mIoU, with leaf and pot IoU above 0.91 and 0.90 for every species, respectively. These results demonstrate that annotation-free 3D plant organ segmentation is now feasible and approaching the range of supervised methods.
Andreas Gilson, Laura Hennig, Peter Pietrzyk
Sep 7, 2026cs.LG

PCFlow: Physics-Conditioned Flow Matching for GPR B-Scan Image Synthesis

Ground-penetrating radar (GPR) B-scan image synthesis is important for data augmentation, algorithm validation, and simulation acceleration, yet generating radargrams with both visual realism and physical consistency remains challenging. Existing learning-based generative models often emphasize visual appearance but provide limited control over response geometry. In this paper, we propose PCFlow, a physics-conditioned flow matching framework for fast GPR B-scan image synthesis. The core of PCFlow is a Maxwell-informed dense physical condition field constructed from the parameterized physical model used for electromagnetic simulation, including material properties, target geometry, propagation cues, and response-domain priors. This condition field provides an interpretable interface between physical scene parameters and radar response geometry, and guides conditional flow matching in the VAE latent space toward physically feasible generation paths. We evaluate PCFlow on a gprMax-based buried-pipeline dataset with both in-distribution and out-of-distribution test cases. Experimental results show that PCFlow generates images with more accurate response geometry and high visual fidelity, demonstrating its effectiveness for controllable and physically faithful radar image synthesis.
Zhijie Shen, Chenchen Fu, Xuanhao Chang +2
Sep 3, 2026cs.CV

P-CORE: Self-Supervised Surface Consistency for Point-Based Neural Editing

Advances in neural rendering have enabled high-fidelity multi-view reconstruction of 3D scenes. However, free-form non-rigid shape editing remains a significant challenge. Point-based neural representations are highly desirable for multi-view reconstruction because they lack fixed connectivity, which does not constrain the learned surface topology to that of the initialization. Yet this same property causes point-based representations to struggle with holes and surface discontinuities under large deformations. To address this, we propose a novel self-supervised method to enable point-based representations to adapt to large deformations without requiring ground truth multi-view images of deformed geometry. The key idea is to generate random deformations and to ensure consistency in the predicted surface before and after deformation. In particular, the surface prediction from the deformed point cloud should be the same as the deformation applied to the surface prediction from the original point cloud. We incorporate our approach into attention-based point representations, which differ from splatting-based point representations in their use of a learned interpolation kernel between points as opposed to a Gaussian kernel around each point. This learned interpolation kernel can learn to adapt to large deformations, without requiring addition or removal of points. We show that our framework significantly enhances its robustness to large deformations. Experiments on synthetic geometry editing benchmarks (Neural Editor, Objaverse) demonstrate that our approach outperforms existing point-based methods in zero-shot editing and significantly reduces artifacts. Furthermore, qualitative results on the DTU and Mip-NeRF 360 datasets demonstrate our method's effectiveness on real-world scenes.
Yanshu Zhang, Shichong Peng, Mehran Aghabozorgi +2
Sep 1, 2026cs.GR

MeshSplatBench: A Unified Benchmark for Triangle-Based Neural Rendering

Triangle-based neural rendering bridges neural scene representations and conventional graphics pipelines by optimizing explicit geometric primitives compatible with standard rasterization hardware. However, existing approaches are evaluated almost exclusively within custom research renderers, obscuring their practical deployability in production engines. To bridge this gap, we introduce \textbf{MeshSplatBench}, a unified benchmark that systematically investigates triangle-based neural rendering across the complete pipeline from native optimization to game-engine deployment. MeshSplatBench establishes a standardized evaluation protocol while preserving each method's native optimization semantics, reproducing published results within 0.8%0.8\% PSNR deviation. Furthermore, we introduce a hierarchical Unity deployment protocol spanning three rendering tiers: native CUDA renderers, method-specific dedicated engine shaders, and standard opaque mesh pipelines, isolating the exact fidelity losses caused by engine adaptation \textit{vs.} representation reduction. Finally, we conduct a topological audit of reconstructed surfaces, demonstrating that explicit connectivity and shared indexing alone are insufficient to guarantee production-ready assets due to prevalent non-manifold structures, fragmented components, and boundary artifacts. Overall, MeshSplatBench demonstrates that rasterizability is merely a primitive-level attribute, whereas graphics readiness requires jthe holistic alignment of representation, topology, and engine compatibility. Source code will be released.
Kaixuan Zhang, Minxian Li, Mingwu Ren +1
Sep 1, 2026physics.optics

Direct Optimization of a 3D Finite-Source Reflector via Neural-Network Parameterization

We present a direct optimization method for three-dimensional freeform reflectors that transform the light of a finite-étendue source into a prescribed far-field angular intensity distribution. The reflector profile is represented by a small neural network (a multilayer perceptron), which is trained end-to-end through a differentiable ray-tracing objective. We furthermore parameterize the emission directions in gnomonic coordinates, and show how we use this to ensure that every emitted ray intersects the reflector. At each iteration, the network is converted to a bicubic spline representation for ray-tracing efficiency, and intersections with this smooth surface are solved by a damped Newton solve, with gradients computed via the implicit function theorem. The traced output distribution is compared with the desired target on a 'soft' histogram, under an H1H^{-1}-type spectral weighting that emphasizes long-range transport of flux to improve convergence. Optimization is performed using a BFGS method with self-scaled Broyden updates and a plateau-perturbation rule to prevent stalling. The method converges reliably within seconds on a single GPU for all examples tested.
Roel Hacking, Lisa Kusch, Martijn Anthonissen +1
Sep 1, 2026cs.LG

HarmoCore: Functional Latent Diffusion for Sparse Reconstruction of Oscillatory Wave Fields

Reconstructing oscillatory wave fields from scattered sensors is a severely underdetermined inverse problem. Beyond the challenges of general physical-field reconstruction, wave responses are complex-valued, frequency-sensitive, and highly oscillatory, while costly simulation and sensing often leave only extreme-sparse observations. Existing low-rank, operator, and diffusion approaches are largely designed for real-valued, smoother fields; dense pixel-space diffusion is particularly inefficient for oscillatory complex fields and difficult to scale to 3D. We propose HarmoCore, which places a generative prior in a compact, continuous, and structured wave-field latent. HarmoCore represents joint real--imaginary channels with Functional Tucker cores over shared continuous spatial bases, learns a frequency-conditioned core diffusion prior, and performs Diffusion Posterior Sampling directly in core space. At fixed sensor coordinates, the multilinear decoder induces an explicit likelihood guidance operator, avoiding dense pixel-space correction. Optional target-equation residual guidance further promotes physical consistency. Experiments on 2D Helmholtz, 2D synthetic wave fields, and 3D Helmholtz show substantial gains under 1%--2% sensing while remaining practical in three dimensions.
Lihao Chen, Xinyu Zhang, Panqi Chen +4
Sep 1, 2026cs.GR

Inverse Rendering for Modeling with Line Primitives

Faithfully capturing diverse real-world objects with fuzzy, anisotropic structures, such as hair, fur, fibers, and textiles, for efficient real-time visualization remains challenging. Recent radiance field reconstruction methods capture these structures from multi-view images using translucent volumetric primitives such as 3D Gaussians rather than opaque low-dimensional primitives (e.g., triangles, line segments, and polylines), thereby limiting compatibility with standard depth-tested rasterization, reflection modeling, and physical simulation. We present an inverse rendering method for reconstructing fuzzy geometry using explicit line segments, which are rasterized on a subpixel grid for anti-aliasing to reproduce a semi-transparent appearance. While straightforward to render, optimizing numerous line primitives to match target images poses a significant challenge. We address this by introducing a stochastic differentiable rasterizer for line segments that produces informative gradients with respect to vertex positions, attributes, and discrete connectivity. Experiments on synthetic and real-world datasets show that our method outperforms surface-based approaches in capturing fuzzy boundaries and achieves quality comparable to volumetric representations while relying entirely on explicit geometry. The resulting representation integrates seamlessly with standard graphics pipelines, enabling cross-platform rendering, various shading models, and physical simulation.
Kenji Tojo, Ariel Shamir, Nobuyuki Umetani +1
Sep 1, 2026eess.SP

BeamRMX: Radiation-Pattern-Driven Learning for Generalizable Beam Radio Map Prediction and Beam Management

The evolution toward sixth-generation (6G) wireless networks is driving larger antenna arrays and highly directional multi-beam transmission, making accurate knowledge of beam-dependent spatial coverage important for beam management and environment-aware network operation. Radio maps (RMs) provide such a representation, yet conventional RM prediction assumes omnidirectional or transmitter-level radiation. In beamformed multiple-input multiple-output (MIMO) systems, one propagation scene instead gives rise to many configuration-dependent beam radio maps (BeamRMs), creating challenges in beam representation and generalization. Existing methods either condition prediction on beam descriptors or use beam maps as auxiliary inputs to generic architectures. We propose BeamRMX, which, to the best of our knowledge, is the first dedicated framework to treat the spatial radiation pattern as the primary BeamRM query and learn how scene geometry transforms it into the received power field. XBase learns multiscale interactions between the radiation query and scene geometry, while an optional Evidence Adapter uses a few cross-configuration BeamRMs from the same scene. Matched-domain and zero-shot experiments show consistent gains over deterministic and diffusion baselines, including mean absolute error reductions of 26.1% on unseen scenes and 47.8% on an unseen configuration. Cross-configuration evidence further improves reconstruction and intra-sector beam refinement.
Yue Zhang, Xiucheng Wang, Wenshuo Chen +1
Aug 13, 2026cs.RO

Semantic Radiance Fields as Simulators for Spatial Reasoning in Real-World Scenes

Training and evaluating spatial reasoning in embodied agents requires diverse environments that are both geometrically faithful and semantically queryable. Synthetic simulators offer ground truth semantics but sacrifice realism; simulators based on reconstructions of real-world environments have realistic appearance but lack ground truth semantics by default. We propose using Semantic Radiance Fields (SRF) as simulators for spatial reasoning agents. SRFs are a representation that unifies these requirements by lifting 2D semantic segmentations from pretrained vision models into a 3D radiance field that jointly encodes geometry, appearance, and per-class semantic identity. The resulting fields are reconstructed from posed RGB captures of real scenes and support novel-view synthesis, semantic and free-space queries within a single grounded representation. This enables the efficient generation of diverse real-world environments to train and evaluate spatial reasoning models. As an example application, we outline an SRF-driven simulator for an orchard apple-reaching task, in which the radiance field supplies camera rendering, semantic ground truth, and occupancy queries to a physics engine.
Nico Heider, Michał Jan Włodarczyk, Katarzyna Wasielewska-Michniewska +5
Aug 11, 2026cs.CV

CasDeblurGS: Cascaded 2D-to-3D Multi-View Consistency for 3D Gaussian Splatting from Two Blurry Images

Free-viewpoint 3D scene media is increasingly important for immersive applications, yet practical capture often suffers from severe view sparsity and motion blur. Although neural rendering has advanced sparse-view synthesis, existing blur-aware methods typically require substantial multi-view redundancy, accurate camera poses, or costly per-scene optimization. We address a stringent yet practical setting: reconstructing a coherent 3D scene from only two motion-blurred images with known intrinsics, without input-view poses, auxiliary sharp images, or per-scene test-time optimization. To this end, we propose CasDeblurGS, a cascaded framework that progressively recovers reliable cross-view information from local 2D correspondences to global 3D guidance. Stage 1 constructs locally reliable guidance through occlusion-aware correspondence filtering, while Stage 2 aggregates the intermediate restorations into a provisional pose-free 3D Gaussian representation whose input-view re-renders provide dense global guidance for final restoration. The resulting views enable a more coherent 3D representation and higher-quality novel-view synthesis. Experiments on real-world and synthetic Deblur-NeRF scenes show consistent gains over strong baselines, improving PSNR by 1.19 dB and 2.11 dB, respectively. Progressive ablations, cross-view correspondence visualization, and camera reprojection analysis further demonstrate improvements in both rendering quality and multi-view geometric consistency.
Haeyun Choi, Minhyuk Jang, I-Gil Kim
Aug 10, 2026cs.CV

HandSplatter: Automated Digital Goniometry from Neural Rendering

Hand and finger disorders are leading contributors to musculoskeletal disability, creating a clinical need for precise methods to quantify joint motion. Range of motion (ROM) serves as the metric for diagnosis, rehabilitation monitoring, and evaluating surgical outcomes. Currently, the goniometer is the standard tool for assessing finger flexion and extension. However, manual goniometry is labor-intensive and suffers from inconsistent inter-rater reliability due to variations in examiner technique. While digital alternatives exist, current software-based approaches often lack the necessary accuracy for clinical usage. To address these limitations, we present a novel pipeline for 3-D hand joint location and pose estimation using neural rendering. Unlike previous methods, our approach combines 2-D feature extraction with view synthesis to significantly improve accuracy and clinical viability. Furthermore, we introduce a discrete density hill climbing algorithm that facilitates the meaningful correction of projected landmarks in 3-D space. This system overcomes the inefficiencies of manual measurement and the inaccuracies of existing software, providing a robust tool for objective functional assessment.
Emmett Chen, Neal Chen, Xiang Li +2
Aug 10, 2026cs.GR

A Hybrid Neural-Microfacet BRDF Model for Real-Time Rendering

Over the past decade, microfacet-based BRDF models have formed the foundation of real-time rendering pipelines. Despite their widespread use, they often fail to reproduce subtle appearance effects arising from complex light-surface interactions, which have led to the emergence of specialized physics-based models for specific optical phenomena (e.g., diffraction, iridescence, multilayers). Although more accurate, these models lose versatility and lack performance for real-time rendering. Recently introduced, neural models have demonstrated their ability to approximate BRDF reference data coming from measurements, simulations, or even complex shading networks. However, most current neural models require relatively large networks, making them costly for real-time rendering. In this paper, we introduce a hybrid model that combines a GGX-type microfacet model and a neural model to leverage the best features of both representations. The neural component corrects the appearance approximated by the microfacet component, allowing much smaller network than in existing neural models. We show that, at identical memory cost, our model approximates measurements better than state-of-the-art neural models for a low evaluation overhead compared to a microfacet-based model. Furthermore, our hybrid model remains easily editable by artists and benefits from an important sampling scheme, making it attractive for both offline and real-time rendering.
Louis De Oliveira, Anastasia Karpova, Georges Nader +4
Aug 10, 2026cs.CV

ControlRadio: Prompt-Driven Controllable Diffusion for Cross-Modal Radio Map Generation

Radio maps describe how wireless signals propagate across space and are essential for wireless communication, sensing, and network planning. However, constructing accurate radio maps traditionally requires either dense measurements or computationally expensive physical simulations, which limits scalability and real-time deployment. Recent advances in generative artificial intelligence offer a promising alternative, but existing approaches lack fine-grained control and physical consistency when applied to real-world wireless environments. Here we present \textbf{ControlRadio}, a controllable generative framework that produces radio maps from natural-language descriptions and environmental layouts, including building structures and transmitter locations. Joint semantic and spatial conditioning enables interpretable, propagation-plausible generation, while a controlled latent prior and layout-aware conditioning improve stability and structural consistency. Extensive experiments demonstrate that ControlRadio achieves state-of-the-art accuracy and strong generalization across diverse urban scenarios, while reducing computation time by more than four orders of magnitude compared with conventional simulation-based methods. Such results suggest a new paradigm for scalable and controllable wireless environment modeling, with broad implications for next-generation communication systems and data-driven radio sensing.
Kangjun Liu, Xiying Pan, Shuhang Zhang +3
Aug 10, 2026cs.CV

Multi-Submap Implicit Neural SLAM with Local-to-Global Loop Closure for Large-Scale Scene Reconstruction

Neural Radiance Fields (NeRF)-based SLAM has demonstrated impressive results in small-scale scene reconstruction, yet scaling these methods to extensive, complex environments remains challenging due to catastrophic forgetting and accumulated trajectory drift. This paper presents a robust, large-scale neural SLAM system featuring a multi-submap architecture and a dual-tier loop closure mechanism. Specifically, we propose a progressive mapping strategy that dynamically allocates neural submaps to maintain high-fidelity representations without memory explosion. For robust pose estimation, an optical-flow-based tracking module is integrated to handle aggressive motions. To address global consistency, we introduce a local-to-global loop closure framework leveraging the foundation model for high-performance global descriptor extraction, significantly enhancing relocalization accuracy under varying viewpoints. Furthermore, an inter-submap online distillation algorithm is designed during back-end optimization to enforce geometric and appearance consistency across overlapping submap boundaries. To validate the system, we developed a customized handheld mechatronic platform and conducted extensive evaluations on both public benchmarks and our large-scale indoor-outdoor datasets. Experimental results, including direct deployment on an onboard computing unit, demonstrate that our approach outperforms state-of-the-art neural SLAM methods in reconstruction quality and localization robustness, providing a scalable solution for real-world robotic perception and digital twinning. We will release the code publicly on \href{https://github.com/dtc111111/MSN-SLAM}{https://github.com/dtc111111/MSN-SLAM} .
Tianchen Deng, Chongdi Wang, Nailin Wang +6
Aug 10, 2026cs.CV

View-Adaptive Renderer for View-Consistent 2D-to-3D Generation

Reconstructing 3D shapes from a single image remains a fundamental yet challenging problem in computer vision. Traditional monocular 3D generation pipelines typically synthesize multiple views from a single input image before applying Neural Radiance Field (NeRF)-based reconstruction. However, inherent projective ambiguities often produce visual discontinuities across generated viewpoints, leading to inaccuracies in reconstructed 3D models. Current solutions either incur significant additional computational burdens or fail to adequately resolve practical inconsistencies between synthesized views. To address these limitations, we propose a novel viewpoint-adaptive neural rendering framework that enables robust 3D reconstruction even when given partially inconsistent multi-view inputs. Our approach introduces view-adaptive neural renderers that independently correct viewpoint-dependent errors while simultaneously sharing a global feature backbone to preserve structural coherence. Furthermore, we propose a self-attention fusion module that adaptively integrates multi-view information, ensuring geometric consistency without relying heavily on indirect regularizations or computationally intensive methods. Through extensive experiments, we demonstrate that our method consistently improves 3D reconstruction fidelity. Importantly, our approach achieves near state-of-the-art performance without diffusion-based SDS supervision, relying primarily on photometric rendering loss with lightweight attention regularizers. This balance between accuracy and efficiency makes the proposed framework highly practical for real-world applications.
U-Chae Jun, Jaeeun Ko, Jiwoo Kang
Aug 9, 2026cs.CV

DoRF++: Spherical Representation Learning over Doppler Radiance Fields for Robust Wi-Fi Sensing

Motivated by the IEEE 802.11bf effort to standardize advanced WLAN sensing, interest in Wi-Fi Channel State Information (CSI) for passive, device-free, and privacy-preserving activity and gesture recognition has grown rapidly. Recent studies have shown that Doppler velocity projections extracted from CSI, which directly reflect human-motion velocity, enable more robust human activity recognition (HAR) and stronger generalization across users and unseen conditions. Nevertheless, reliable generalization under real-world variability remains a major challenge, hindering the adoption of Wi-Fi sensing in real-world applications. To address this challenge, we introduce Doppler Radiance Fields (DoRF), bringing the concept of neural radiance fields (NeRF) from computer vision into Wi-Fi sensing. DoRF models Doppler velocity projections extracted from Wi-Fi CSI as sparse and diverse virtual-camera views of human motion. It then infers a latent 3D motion sequence whose projections along learned effective Doppler directions explain the CSI-derived Doppler observations. The recovered motion is subsequently projected onto an equiangular grid of directions on the unit sphere, producing a spherical representation of the underlying motion. Since DoRF naturally defines the Doppler representation on spheres, we further introduce DoRF++, a spherical-learning design that applies spherical Transformers for activity classification. Experiments on our collected hand-gesture dataset show that DoRF++ significantly outperforms state-of-the-art Wi-Fi-based HAR methods in cross-user generalization accuracy, especially for difficult gestures in settings with a single multi-antenna receiver access point (AP).
Navid Hasanzadeh, Shahrokh Valaee
Aug 6, 2026cs.CV

Floating Radiance Networks

Recent advances in neural scene representations enable photorealistic novel-view synthesis, yet most methods remain tightly coupled to a single rendering paradigm, limiting their versatility and integration with conventional graphics workflows. We introduce Floating Radiance Networks (FlaRe), a neural scene representation combining explicit ray-traceable geometry with continuous neural radiance functions. A scene is represented by floating planar generalized Gaussian primitives, each carrying a compact latent descriptor of a local radiance field. A lightweight decoder shared across the scene maps this descriptor, local surface coordinates, and viewing direction to color and opacity. This formulation preserves the expressiveness of neural fields while providing an explicitly addressable structure that can be efficiently queried and manipulated. Hardware-accelerated primitive intersections enable interactive rendering and recursive ray-tracing, including reflections, refractions, transparency, and shadows. The same representation further supports primitive-level deformation, mesh extraction, and appearance stylization directly in its learned descriptor space. Experiments across standard reconstruction benchmarks demonstrate competitive rendering quality while using a compact set of primitives. Together, these results establish FlaRe as a versatile representation that brings high-fidelity neural rendering, ray-tracing, geometric manipulation, and appearance editing into a unified scene model. Source code is available online. Source code can be found at: https://github.com/KByrski/FlaRe
Krzysztof Byrski, Rafał Tobiasz, Grzegorz Wilczyński +5
Aug 6, 2026cs.AI

GSBF: Gaussian Splatting for Environment-Aware Beamforming

Beamforming plays a key role in multiple-input-multiple-output (MIMO) communication systems. However, conventional beamforming design normally requires accurate instantaneous channel state information (CSI) and iterative optimization, which incur substantial pilot overhead and computational complexity. Recognizing that radio propagation is intrinsically governed by the physical geometry, we develop a 3D Gaussian splatting for environment-aware beamforming (GSBF) pipeline based on multi-modal data, which characterizes the environment through a persistent 3D Gaussian representation. Specifically, GSBF models the environmental scattering response with reciprocity-preserving bidirectional spherical Gaussian (Bi-SG) kernels and performs two-sided electromagnetic rasterization to render an angular propagator map. The rendered map is then aggregated through an over-complete array-manifold dictionary and projected to the constant-modulus beamformers, thereby synthesizing beams directly from the access point (AP) pose and user position without online instantaneous CSI. Simulations demonstrate that GSBF consistently outperforms baselines such as exhaustive beam alignment (EBA) with lower latency.
Yijie Bian, Wei Guo, Zixin Wang +3
Aug 5, 2026cs.CV

ACA-GS: Adaptive-Capacity Anchored Gaussian Splatting for Compact Dynamic Radiance Fields

Recent advances in 4D Gaussian Splatting (4DGS) enable high-fidelity, real-time spatiotemporal rendering, but expose a fundamental trade-off between motion expressiveness and storage efficiency. While anchor-based designs achieve compactness through anchor-level parameter sharing, their rigid uniform parametrization enforces fixed Neural Gaussian counts and feature budgets per anchor. Consequently, insufficient fidelity is addressed by excessive anchor density, rather than lightweight, targeted increases in Neural Gaussian count or feature capacity, resulting in memory waste. To overcome this rigidity, we introduce an adaptive-capacity anchor-based framework that dynamically allocates the representational capacity based on local spatiotemporal demands. Adaptive Anchor Cardinality varies the number of Neural Gaussians per anchor, concentrating primitives in regions of high geometric or motion complexity while suppressing redundancy. In parallel, Adaptive Anchor Feature Masking modulates anchor-level feature channels, assigning rich features to complex regions and lightweight representations to simpler ones. Experiments on MPEG, Panoptic Sports, and N3DV datasets demonstrate substantial storage reduction without degrading visual quality. Notably, on challenging MPEG sequences with complex motion, our method achieves up to 1.5x higher compression than state-of-the-art anchor-based methods while preserving comparable quality.
Seunghyeon Song, Joo Chan Lee, Chanung Park +4
Aug 3, 2026cs.CV

CHOW-SLAM: Compact Hybrid Representation with Complementary Overlap Window Optimization for RGB-D SLAM

Simultaneous localization and mapping (SLAM) based on Neural Radiance Fields (NeRF) enables dense, continuous scene reconstruction. However, existing systems operating with limited online resources struggle to simultaneously construct two types of constraints, namely, compact yet discriminative spatial constraints derived from scene representations and persistent temporal constraints derived from historical observations. To address this challenge, we propose CHOW-SLAM, a dense RGB-D SLAM framework that explicitly constructs these complementary spatial and temporal constraints. Spatially, we propose a compact parametric-hash (P-H) hybrid representation that organizes components based on planes and grids across scales in P and H branches. A unified multi-output decoder further aligns the ray termination distributions induced by TSDF and density, preserving geometry and appearance under a compact parameter budget. Temporally, we propose a complementary overlap-window strategy to prevent optimization from being dominated by short-term overlap or weakly related historical observations. Within a fixed budget, the strategy retains recent frames, selects high-overlap local frames, and introduces temporally distributed historical keyframes. Loss-aware keyframe insertion and bundle adjustment scheduling further adapt optimization to tracking quality. In addition, ORB-based tracking and geometric pose estimation are used for pose initialization, followed by neural rendering optimization to improve tracking stability. Extensive evaluations on multiple datasets demonstrate that CHOW-SLAM outperforms state-of-the-art methods in both scene reconstruction quality and camera tracking accuracy. The source code is available at https://github.com/jinjidexiaohuoban/CHOW-SLAM.
Wenxuan Ji, Jin Xiao, Xiaoguang Hu +3
Aug 3, 2026cs.CV

DecoupleGS: Interactive 3D Gaussian Splatting for End-to-End Autonomous Driving Testing

End-to-end (E2E) autonomous driving algorithms require rigorous closed-loop validation in simulation environments offering high visual fidelity, strong interactivity, and real-time performance. Existing approaches, from game engines to static neural rendering, inherently trade off these requirements and struggle with the dynamic scene composition essential for E2E testing. To bridge this gap, we propose a novel decoupled 3D Gaussian Splatting (3DGS) framework tailored for large-scale E2E evaluation. We fundamentally decompose scenes into a high-fidelity static background and manipulable dynamic agents using an object-centric canonical representation. To resolve resulting representational conflicts, we introduce three targeted modules: (1) asset compression via perceptual pruning and vector quantization for real-time traffic rendering; (2) map-guided geometric registration leveraging semantic topology to strictly align trajectories; and (3) proxy-based relighting transferring ambient illumination for seamless photometric integration. Extensive experiments demonstrate that DecoupleGS achieves a balanced fidelity-efficiency trade-off, improves metric and photometric consistency, and provides a practical closed-loop sensor simulation platform for E2E autonomous driving evaluation.
Siying Li, Ying Ni, Jie Sun +2
Jul 31, 2026cs.NI

Point2Radio: A Foundation Model for Cross-Scene Radio Fields from Material-Aware Point Clouds

High-fidelity radio fields are typically simulated for every scene--transmitter configuration or fitted separately to each scene, failing to exploit propagation structures shared across environments. We present Point2Radio, a foundation model that learns a transferable propagation prior from multiple environments. Given a material-aware point cloud and a transmitter (TX) setting, a common encoder produces a TX-conditioned scene representation that can be queried at arbitrary receiver (RX) locations. Task-specific query decoders map this representation to different radio quantities, e.g., three-dimensional (3D) path-gain (PG) fields and power angular spectra (PAS). At inference for a new scene, the model uses only a material-aware point cloud and transceiver queries, running in milliseconds on a single GPU without meshes or explicit path tracing. We evaluate PG prediction on a scene-disjoint split of a 337-scene corpus containing 86,272 TX-conditioned fields. Point2Radio achieves 0.871 dB mean absolute error (MAE), reducing error by 76.7% relative to a same-split UNet-style baseline. The same encoder also supports PAS prediction via a task-specific decoder. Experiments further show that light target-scene fine-tuning improves adaptation to a specific environment.
Chaozheng Wen, Chenghong Bian, Hongze Chen +1
Jul 30, 2026cs.CV

Convolutional Neural Shading for High-Quality 3D Reconstruction from Multi-View Images

We propose a convolutional neural shading (CNS), a novel pipeline to reconstruct high-quality 3D shapes from multi-view images. Several recent studies have used neural radiance fields and other neural differentiable rendering methods to understand 3D geometry. However, these approaches rely on single-point geometric information, such as positions and normals of the surface, leading to a lack of detailed local geometry. Our approach addresses the inherent limitations of single-point information by leveraging a neural shader to capture variations even in dark and textureless regions with a convolutional neural shader, resulting in far more accurate geometry predictions. Additionally, our method mitigates surface irregularities at image boundaries by introducing a fine-detail displacement network, which utilizes spatial information of surface geometry and learns fine displacement details by correlating neighboring values in the rendering coordinates. Through extensive experiments, our proposed method has demonstrated significant quality improvements in the reconstructed shapes and rendered images over current state-of-the-art methods.
Juheon Hwang, Taewan Kim, Heeseok Oh +1
Jul 30, 2026cs.GR

A Query-Efficient Stochastic Volume Rendering Framework for Time-Varying Implicit Neural Volumes

Time-varying implicit neural representations (INRs) provide a compact representation of scientific volumes and, for modalities such as dynamic X-ray computed tomography (CT), are often the only practical way to represent the data. However, interactive volume rendering of INRs is challenging, as cheap memory lookups are replaced by expensive neural inferences, hindering the performance. Therefore, conventional volume rendering methods such as ray marching with dense sampling are often impractical. While resampling, caching, and retraining can mitigate this cost, they compromise convenience and accuracy and become impractical for time-varying data. We tackle these challenges using a query-efficient stochastic volume rendering framework based on delta tracking. Our system employs a four-stage pipeline that exploits heterogeneous parallelism, using ray tracing cores for traversal and tensor cores for batched neural evaluation. Furthermore, we present strategies to reduce INR queries via ray budgeting and query pruning, thereby increasing per-frame performance. Using our renderer, many time-varying INRs can be rendered directly from their original representation. The system achieves ~30-40 FPS at 1024x1024 resolution on an RTX 4090 GPU and converges to high-fidelity images. Moreover, the system enables interactive temporal exploration of the continuous domain, with timestep updates taking approximately 1-2 ms.
Alper Sahistan, Haichao Miao, Zhimin Li +3
Jul 30, 2026eess.IV

Endo-NeRF++: Uncertainty-Aware Neural Rendering with Multi-Resolution Hash Encoding for Dynamic Surgical Scene Reconstruction

Reconstructing dynamic surgical scenes is crucial for robot-assisted minimally invasive surgery; however, it continues to be difficult because of tissue deformation, occlusions, specular reflections, and restricted viewpoints. In this study, we introduce Endo-NeRF++, a neural rendering framework that accounts for uncertainty in the reconstruction of dynamic surgical scenes. Expanding on EndoNeRF, the suggested approach incorporates multi-resolution hash-grid encoding, temporal feature merging, and uncertainty-informed adaptive sampling to enhance reconstruction accuracy and temporal coherence in deformable endoscopic scenes.The multi-resolution hash-grid representation within the framework effectively captures both coarse and fine anatomical details, while temporal feature blending ensures stable reconstruction during tissue deformation and surgical tool occlusions. Additionally, uncertainty-driven adaptive sampling assigns more samples to uncertain areas to enhance rendering quality and geometric coherence. Experiments on robotic surgical video sequences demonstrate that the proposed uncertainty-guided adaptive sampling improves PSNR by up to 1.22dB (4.3%), increases SSIM by up to 5.3%, and reduces LPIPS by up to 55.1% compared with the EndoNeRF baseline.
Gousia Habib, Laura Ruotsalainen
Jul 28, 2026eess.SP

CORF-GS: Real-Time Wireless Radiance Field Reconstruction via Coupled Optical-RF Gaussian Splatting

Recent advances in 3D Gaussian Splatting (3DGS)-based wireless radiance field (WRF) reconstruction provide an efficient solution for wireless channel modeling. However, existing WRF reconstruction methods rely on pre-collected observations and offline optimization, and thus struggle to provide real-time channel knowledge. To bridge this gap, we propose CORF-GS, a real-time WRF reconstruction framework that processes sequential optical and radio frequency (RF) keyframes. Specifically, CORF-GS constructs a unified Gaussian representation for optical and RF with shared geometry and modality-specific appearance, allowing high-resolution optical images to provide structural priors for WRF reconstruction. When a new keyframe arrives, CORF-GS first employs optical-guided Gaussian sampling to densify the WRF in under-represented regions. Since light and radio waves may respond differently to the same object surfaces due to wavelength mismatch, relying solely on optical guidance may neglect RF-informative areas. Therefore, CORF-GS performs coupled optical-RF optimization to jointly refine the shared Gaussians. Compared with the existing two-stage training pipelines, this prevents WRF from passively adapting to a frozen optical geometry and encourages the shared Gaussians to adapt to both optical structures and RF power distributions. Simulations show that CORF-GS achieves state-of-the-art RF spectrum synthesis quality and reduces the reconstruction time by 6.4×6.4\times compared with existing WRF methods.
Jinya Zhang, Jiajia Guo, Chao-Kai Wen +1
Jul 27, 2026cs.RO

NEO: NeRF It Once, Edit It Many Times for Continuous Object Manipulation

In this paper, we present NEO, a unified framework providing language-guided NeRF editing for robotic manipulation. Our paper introduces (i) a language-guided object removal that combines neural field resampling with multiview-consistent progressive inpainting, (ii) a direct NeRF weight editing method utilizing knowledge distillation, composing original and edited NeRFs via a teacher-student model, enabling coherent modeling of future scene states before a robot executes an action, and (iii) the first benchmark (NEO-Dataset) for quantitatively evaluating NeRF scene editing methods suitable for robot manipulation. We show that our approach outperforms state-of-the-art baselines in scene editing tasks, including object removal and pick-and-place robotic experiments, yielding visually coherent and geometrically consistent edits that reduce artifacts commonly introduced by prior methods.
Mikołaj Zieliński, David Hall, Dominik Belter +1
Jul 24, 2026cs.CV

Deformable Triangle Splatting: Flexible Primitives for Real-Time Radiance Field Rendering

Recent radiance field methods represent scenes with 2D primitives that offer surface alignment and efficient rasterization, from Gaussian disks to triangles, yet all rely on convex boundaries: curved and concave structures demand excessive primitives. We introduce Deformable Triangle Splatting, which augments each triangle with KK control points per edge, each parameterized by a single learnable scalar displacement that shifts the boundary inward or outward, enabling non-convex shape representation while preserving the three base vertices that define the 3D plane. To render these non-convex primitives differentiably, we design a rasterization pipeline in the triangle's barycentric coordinate space, ensuring view-consistent rendering. A winding number test determines whether each pixel lies inside the deformed primitive, and a window function controlled by two learnable parameters, sharpness and corner smoothness, together with a per-primitive scalar opacity, produces the smooth opacity transition from interior to boundary. Validation is done in a variety of real-world scenes, outperforming recent works based on non-volumetric primitives in terms of visual quality and versatility while still achieving competitive rendering efficiency.
Oriol Jiménez-Ayguadé, Antonio Agudo
Jul 23, 2026quant-ph

Hash-QNeRF: Multiresolution Hash Encoding for Quantum Neural Radiance Fields

Neural Radiance Fields (NeRF) have revolutionized novel view synthesis, yet their classical implementations remain computationally intensive for high-fidelity rendering. QNeRF recently demonstrated the feasibility of training NeRF on gate-based quantum computers by combining amplitude embedding, parameterized quantum circuits (PQCs), parity-based measurements, and volumetric rendering. However, QNeRF relies on classical sinusoidal positional encoding for spatial coordinates, which scales poorly with scene complexity and resolution. In this work, we replace the sinusoidal positional encoding for spatial coordinates with the multiresolution hash encoding from Instant-NGP while keeping the view-direction encoding, amplitude MLP, quantum circuit, parity measurement, output scaling, and volumetric rendering pipeline unchanged. This hybrid design, Hash-QNeRF, retains the quantum radiance prediction step while benefiting from the fast convergence and memory efficiency of learnable hash grids. On a synthetic Blender scene, we achieve a final training loss of 0.003534, corresponding to approximately 24.5 dB PSNR on the fitted batch. Noise resilience experiments using Qiskit FakeKyiv and FakeTorino backends yield state fidelities of 0.93 to 0.98, indicating that hash encoding does not degrade the quantum circuit's noise tolerance.
Digonto Biswas, Tana Ballove, Anjan Bandyopadhyay +2
Jul 20, 2026cs.GR

Packet-Loss Robust 3D Gaussian Compression via Atomic Packaging and GNN-based Error Concealment

3D Gaussian Splatting (3DGS) and recent compression schemes such as HAC++ enable high-fidelity real-time neural rendering, but their bitstreams are fragile under packet loss during network streaming. Existing compression methods often separate correlated anchor attributes into independent streams, so losing one packet can create attribute-inconsistent broken anchors and severe rendering artifacts. We propose a packet-loss robust 3DGS transmission and error concealment framework. On the encoder side, anchor-level atomic packaging jointly encapsulates all attributes of each anchor, converting corrupted-attribute failures into clean missing-anchor erasures. Stratified random grouping further disperses packet losses across the spatial domain to avoid large contiguous voids. On the decoder side, we formulate recovery as prior-aware attribute inpainting. A Context-Aware Residual Interpolation (CARI) branch uses hash-grid prior predictions and neighboring residuals to build a robust baseline, while a lightweight two-layer graph neural network with cross-attention over hash-grid priors refines high-frequency attribute residuals. Attribute-wise confidence control falls back to interpolation when learned predictions are unreliable. Experiments under 20 percent random packet loss on BungeeNeRF, Mip-NeRF 360, and Tanks and Temples show that the proposed method substantially improves over no-concealment transmission and limits average PSNR degradation to about 3 dB relative to the lossless HAC++ reference.
Yuxuan Tao, Xuerui Ma, Hao Zhang +1
Jul 20, 2026cs.CV

LowAux-RDNet: Low-Pass Residual Supervision with Scene-Balanced Real-World Training for Single-Image Reflection Removal

Single-image reflection removal aims to recover a clean transmission layer from one image captured through glass. We study an explicit decomposition pipeline built on RDNet and introduce LowAux, a training-only low-pass reflection auxiliary objective. The original residual target remains the main reflection supervision, while symmetrically filtered prediction and target provide a stable low-frequency constraint. We further incorporate scene-balanced real pairs from RRW to broaden real-scene coverage and improve cross-dataset generalization. To avoid evaluation discrepancies caused by model-specific resizing, padding, output quantization, and metric code, we build a unified public benchmark over CEILNet, Real20, Postcard, Objects, and Wild. Under the same evaluator, the proposed system obtains a five-dataset macro average of 27.546 dB PSNR, 0.9220 SSIM, 0.9751 NCC, and 0.004760 LMSE, achieving the highest macro-average PSNR, SSIM, and NCC and the lowest LMSE among the compared public checkpoints and internal variants. Per-dataset and qualitative analyses show that the main benefit is a more balanced performance across diverse reflection distributions, while clear semantic reflections in Postcard remain challenging.
Jizhong Li
Jul 17, 2026cs.CV

HybridSim: A Physics-Learning Hybrid Digital Twin for mmWave Human Sensing

High-fidelity simulation of mmWave radar signals for dynamic human motion is valuable for developing radar-based human sensing models; yet collecting accurately labeled measurements for a specific deployment site remains expensive. We present HybridSim, a physics-learning hybrid simulator that synthesizes mmWave radar signals from dynamic human meshes under a fixed indoor room configuration, explicitly decoupling propagation into two components. To parameterize the human subject, we use a tri-plane representation to extract human features and a Graph Convolutional Network to stabilize optimization and mitigate gradient instability. The direct signal path is modeled via an inverse-rendering formulation with a microfacet BRDF to capture primary surface reflections. In parallel, the indirect path is approximated by combining 3D Gaussian Splatting with a virtual-receiver geometry to fit and reproduce site-specific multipath interference patterns, achieving substantially lower computational cost than explicit full ray tracing. Experiments in a fixed-room setting show improved agreement with a physically based reference and consistent gains on downstream radar-based human sensing tasks when using HybridSim for site-specific data augmentation.
Weitao Xiong, Tianyu Liu, Peng Li +4
Jul 16, 2026eess.IV

ESAR: Event-Based Synthetic Aperture Reconstruction

Event cameras report asynchronous polarity events when changes in log--radiance exceed a fixed contrast threshold, producing signed temporal contrast measurements rather than conventional image frames. We formulate monocular event-based imaging as a synthetic-aperture inverse problem for a static ground-domain log--radiance field θRNgθ\in \mathbb{R}^{N_g}. Instead of reconstructing a latent pixel-time volume vRNpNtv \in \mathbb{R}^{N_pN_t}, we impose the geometric relation v=Pθv=Pθ, where PP maps the fixed scene into motion-dependent latent views. Aggregating events over finite time intervals gives the linearized model APθ=b+η,APθ= b+η, where AA is a temporal differencing operator, bb contains signed binned event counts, and ηη represents measurement and modeling errors. This decomposition exposes a synthetic-aperture structure: under near-nadir motion, successive projections are approximately shifted views of a common scene, while the composite operator APAP remains ill-conditioned because it combines spatial averaging with temporal differencing. We therefore use regularized inversion to recover θθ. Numerical experiments on simulated data and real near-nadir Falcon Neuro event data show that the proposed θθ-based formulation recovers coherent large-scale spatial structure, relative to dynamic latent-image and learned event-reconstruction baselines, while suppressing fine-scale texture.
Harbir Antil, Daniel Blauvelt, David Sayre
Jul 16, 2026cs.CV

Frequency-Structured Field Learning for Light-Field Disparity Estimation

Light-field disparity estimation requires global consistency in smooth or textureless regions and local precision near occlusion boundaries, thin structures, and abrupt depth transitions. Existing methods address these requirements through EPI matching, cost-volume or focal-stack construction, view aggregation, or direct convolutional regression, often relying on local windows, discrete disparity hypotheses, memory-intensive volumes, or attention-based aggregation. We instead formulate disparity estimation at the field level, predicting disparity from globally and locally updated EPI-derived latent features without explicitly constructing a disparity volume. We introduce FreqLF, an EPI-guided Fourier-local framework that encodes angular parallax cues from horizontal and vertical EPI stacks together with central-view appearance features. These cues are projected into a latent field and updated through stacked hybrid Fourier-local layers. Fourier low-mode updates enable global feature interaction, while local convolutions preserve spatial variations needed for fine disparity detail. A coordinate-conditioned Gaussian-mixture decoder then predicts disparity, using the mixture mean as the final estimate. Experiments on the HCI 4D Light Field Benchmark show that FreqLF approaches the accuracy of strong supervised baselines while avoiding explicit cost-volume construction in the base model. Ablations confirm the complementary roles of the Fourier and local branches, and scaling experiments demonstrate practical behavior across spatial resolutions. These results suggest that Fourier-local latent field learning is a competitive alternative for light-field disparity estimation. The code will be published soon.
Sara Monji-Azad, Yulin Liu, Jürgen Hesser
Jul 16, 2026cs.CV

Immediate 3D Gaussian Splat Reconstruction of Unordered Input with Global Consistency

3D Gaussian Splatting (3DGS) has become the method of choice for reconstructing and real-time rendering of captured scenes. To capture a scene with good visual quality, continuous image sequences are usually combined with out-of-order shots for better scene coverage. Structure from motion can reconstruct such captures, but only after they are all available and often with high computational cost. Incremental reconstruction methods -- often derived from SLAM solutions -- provide immediate feedback, but cannot handle the out-of-order capture we require. We provide the first immediate feedback solution for such radiance field capture that provides global consistency. We first introduce a method for fast matching in out-of-order sequences, by repurposing visual place recognition models and a covisibility graph, and provide an efficient way to find highly connected keyframes, improving quality even for ordered sequences. We show how these steps -- together with GPU optimization and careful Gaussian primitive placement -- provide fast local reconstruction, in our challenging radiance field reconstruction case. We then introduce a novel cluster-based method, again using the covisibility graph, to provide efficient loop closure that does not require sequential input. Finally, to handle large scenes in our context, we introduce a progressive hierarchy that allows our method to scale to large environments, without compromising efficiency. Our results show we provide immediate feedback 3DGS reconstruction with good visual quality in several datasets, with up to thousands of input images.
Andreas Meuleman, Linus Franke, Boris Zhestiankin +2
Jul 14, 2026cs.CV

ExtraGS: Enhancing Endoscopic View Extrapolation via Diffusion-Guided 3D Gaussian Splatting

Robot-assisted minimally invasive surgery (MIS) critically depends on reliable endoscopic perception for navigation and safety. However, conventional endoscopes provide only a limited field of view, leaving large portions of the surrounding anatomy unobserved. Recent neural rendering approaches, such as Neural Radiance Fields and 3D Gaussian Splatting, enable novel view synthesis from endoscopic videos, but their reliance on sparse observations often leads to severe artifacts when extrapolating beyond the training trajectory. In this work, we propose ExtraGS, a framework for enhancing endoscopic view extrapolation through diffusion-guided 3D Gaussian Splatting. Starting from an initial reconstruction, we introduce an uncertainty-guided virtual camera sampling strategy to actively explore blind spots and maximize information gain. The rendered views from these sampled locations are refined using a diffusion model to recover plausible anatomical structures, producing pseudo-observations that guide further optimization. To prevent the generated content from degrading reliable regions, we adopt a confidence-weighted fine-tuning strategy when incorporating these pseudo-observations. Extensive experiments on multiple public endoscopic datasets demonstrate that ExtraGS significantly reduces extrapolation artifacts and achieves state-of-the-art performance in endoscopic novel view synthesis.
Cheng-Tai Hsieh, Jiwei Shan, Han Fang +6
Jul 12, 2026cs.CV

MAC-Splat: Multi-Attribute Consistency for High-Fidelity Sparse-View Reconstruction

Reconstructing high-fidelity 3D scenes from sparse-views remains a central problem in generalizable neural rendering. Existing generalizable 3D Gaussian Splatting (3DGS) methods often exhibit geometric artifacts in sparse-view settings, since supervision based solely on 2D photometric losses cannot resolve depth and correspondence ambiguities. To address this issue, we propose MAC-Splat, a training framework built around direct 3D consistency supervision. MAC-Splat builds on the MASt3R geometric backbone and a frozen DINOv3 encoder to obtain semantically informed 2D correspondences, which serve as geometric anchors for 3D supervision. Using these anchors, we define the Multi-Attribute Consistency (MAC) loss. This objective jointly regularizes the 3D attributes of matched Gaussians, including their position, shape, and appearance, by enforcing agreement in a common world coordinate frame. The formulation is robust to outliers and respects the geometry of covariance matrices, which leads to stable training under sparse-view conditions. Experiments on ScanNet++ show that MAC-Splat outperforms strong baselines, with particularly large gains under different overlap regimes. In particular, it improves average PSNR over Splatt3R by more than 4.5 dB, reduces LPIPS, and maintains performance as the camera pose gap increases. These results indicate that a direct, multi-attribute 3D consistency objective, when combined with high-quality correspondences, is effective for addressing the ill-posed sparse-view reconstruction problem.
Jinqian Yang, Yichen Wu, Wanhua Li +4
Jul 9, 2026cs.IT

RadioDiff-v2: Generative Angular Radio Maps for Multi-Beam Selection and Localization

Angular radio maps describe the received-power distribution over the angle of arrival and underpin beam selection and receiver localization in sixth-generation (6G) networks. Predicting the angular power spectrum (APS) from geometry is difficult, because the mapping is ill-posed in non-line-of-sight (NLOS) conditions and must generalize to unseen environments. Distortion-minimizing regressors return the conditional mean, which over-smooths the spectrum and erases the multipath structure that downstream tasks need. We cast the task as a perception-distortion problem and propose RadioDiff-v2, a dual-branch one-dimensional diffusion transformer trained with flow matching. It couples periodic angular encoding, adaptive layer-normalization conditioning, a Fourier angular mixer, and joint velocity and clean-signal heads. A per-metric estimator portfolio reads every deployment quantity from this single model, so that samples carry the distribution, the clean-signal head supplies a regression-grade point estimate, Bayes-optimal rules select beams, and the conditional likelihood localizes the receiver. We prove that a concentrated conditional yields a straight probability-flow trajectory that one step integrates exactly, identifying deterministic transport as the correct inductive bias. On a zero-shot test of 99 environments and one million links, RadioDiff-v2 leads every baseline on every metric, with a 0.39 dB Wasserstein-1 distance, per-bin error below the regression baseline, a 2.43 dB eight-beam NLOS sweep loss, and a 20.6-pixel localization error with four base stations. Code is available at https://github.com/UNIC-Lab/RadioDiff-v2.
Xiucheng Wang, Junxi Huang, Nan Cheng
Jul 9, 2026cs.CV

LightCrafter: PBR-Conditioned Video Diffusion Refinement for Controllable and Consistent Relighting

Video relighting requires balancing long-form temporal consistency with a physically grounded understanding of light transport, which depends on accurate estimation of intrinsic scene properties such as materials, geometry, and illumination. Existing methods follow two paradigms: (1) reconstruct a video's photometric properties via inverse rendering and relight them to a target illumination via forward rendering, using physically-based rendering (PBR) or a neural renderer; these suffer from noisy reconstructions and struggle with hard-to-model effects such as global illumination. (2) Frame the task as generative video-to-video translation conditioned on relighting targets (a target environment map or text); this limits relighting control and temporal stability, since diffusion models struggle to translate long-form videos, and is constrained by the availability of input/relit training pairs. We propose LightCrafter, a hybrid pipeline that reformulates video relighting as video translation of a proxy video: rather than translating the input video directly to the target, we translate a PBR rendering of the input under the target illumination to the final target. This bakes illumination targets into the PBR proxy, removing the need to teach the diffusion model illumination concepts like environment maps, and enables more intricate lighting control while naturally providing long-form temporal consistency. We show PBR renders alone already outperform some prior art but struggle with effects like global illumination; to capture these, we leverage photometric priors in video generation models by post-training CogVideoX on synthetic video pairs and real-world unpaired videos. We outperform prior state-of-the-art on existing real-world relighting benchmarks and contribute a synthetic benchmark for further analysis. We will release our dataset, benchmark, metrics, and code.
Zixin Guo, Yehonathan Litman, Yifeng He +3
Jul 5, 2026cs.RO

Neural LiDAR Bundle Adjustment

Recent research has achieved remarkable novel view rendering and scene reconstruction results with Neural Radiance Field (NeRF), including extensions to the LiDAR modality. Few studies have, however, explored the key design differences between RGB NeRFs and LiDAR NeRFs, particularly considering their underlying working principles. In this work, we provide both theoretical and empirical evidence suggesting that the density of volume sampling plays a significant role in LiDAR NeRF. Based on this finding, we propose a novel Neural LiDAR Bundle Adjustment (NeLD-BA) algorithm, which is tailored using efficient volume sampling of LiDAR rays for joint optimization of LiDAR map and poses. Extensive experiments are performed using the Newer College and FusionPortable datasets to demonstrate the proposed NeLD-BA's state-of-the-art performance in multi-view point cloud registration and 3D mapping. We will open-source our code for the community.
Chin Yung Anson Hon, Kaicheng Zhang, Sen Wang
Jul 3, 2026cs.CV

ReLo-IRR: Reflection-Guided LoRA Framework for Image Reflection Removal

Single-image reflection removal (SIRR) aims to recover the clean transmission layer from a reflection-contaminated image. Although recent methods achieve promising results with large diffusion models, they rely on image-agnostic adaptation strategies, e.g., fine-tuning or ControlNet, that enforce uniform suppression regardless of reflection severity. As a result, heavy reflections often leave residuals, while weak ones suffer from detail loss. To this end, we propose ReLo-IRR, a reflection-guided LoRA framework built upon the rectified flow model. First, a lightweight estimator is designed to predict the reflection strength descriptor, providing an explicit prior of reflection dominance for each image and enabling image-dependent LoRA modulation. Second, we introduce a time-conditioned mechanism that fuses this reflection descriptor with timestep embeddings, enabling LoRA modulation to evolve consistently with the coarse-to-fine denoising process. By jointly modeling reflection strength and denoising dynamics, our ReLo-IRR achieves robust suppression of diverse reflection conditions. Extensive experiments on challenging benchmarks validate the effectiveness of ReLo-IRR, demonstrating superior dereflection performance and robust generalization. The code is released at https://github.com/KONGBAI-8080/ReLo-IRR.
Chaoqun Wang, Yuehuan Wei, Haoxiang Cao +1
Jul 2, 2026cs.CV

Learning Spectral and Polarimetric Clues for One-to-Multimodal Novel View Synthesis

Neural rendering techniques allow for accurate reconstruction of the geometry and color appearance of 3D scenes. Some methods have extended their use to additional imaging modalities, such as multispectral, infrared, or polarimetric data. However, all of these approaches require expensive sensors and calibrated setups to capture new multimodal frames for each new scene. We propose Spectral and Polarimetric Implicit Learned Representation (SPoILeR), a novel method to obtain multi-view consistent renderings of unconventional modalities for scenes where either only RGB frames or very few of the additional modalities are available. Thanks to a multimodal pre-training phase, the model learns the mutual correlation between different modalities. This step allows predicting accurate renderings of unconventional modalities during a fine-tuning phase supervised only by RGB images. Experimental results show that the approach can accurately render infrared, polarimetric, and multispectral frames for scenes where no input sample captured by these types of sensors is provided.
Federico Lincetto, Gianluca Agresti, Mattia Rossi +2
Jul 1, 2026cs.CV

Improving Sparse-View 3DGS Generalization via Flat Minima Optimization

Recent advances in neural rendering have established 3D Gaussian Splatting (3DGS) as a highly efficient representation for novel view synthesis, enabling fast training and real-time rendering with strong fidelity. However, when supervision is limited to sparse input views, 3DGS tends to overfit to the observed images and generalize poorly to unseen viewpoints. We address this challenge from the perspective of flat minima (FM) optimization, which seeks solutions that remain stable under small parameter perturbations. Viewing Gaussian parameters as trainable weights, we adapt FM principles to the geometric and dynamic nature of 3DGS with a lightweight training framework. Our method regularizes optimization with controlled Gaussian perturbations that account for each Gaussian's anisotropy and the training progress, preserving fine details while improving robustness to sparse-view overfitting. To further stabilize this flat minima optimization process, we introduce periodic reinitialization, which temporarily returns non-positional parameters to their initial states for a short window. Together, these techniques integrate seamlessly into existing 3DGS pipelines without architectural changes. Experiments on LLFF and Mip-NeRF360 datasets demonstrate improved quantitative metrics and perceptual quality under sparse-view supervision, producing reconstructions that are sharper, more stable, and better generalized to novel viewpoints.
Kangmin Seo, Sangeek Hyun, MinKyu Lee +1
Jun 30, 2026cs.CV

World Narrative Model for Highly Controllable Video Generation: A Paradigm Shift from Pixel Sampling to Physical World Orchestration

The fundamental obstacle to industrial grade video generation is the lack of controllability: existing models treat video as a pixel distribution sampling problem, bypassing the explicit, instance level 4D4D (3D+T)(3D + T) physical world. Consequently, content creators cannot specify geometry, motion, camera parameters, or lighting in a deterministic, quantitative way, leading to the infamous ''gacha'' loop that makes professional content creation prohibitively inefficient and expensive. To address this, we introduce the World Narrative Model (WNM), a paradigm that decouples what to render -- the structured physical narrative -- from how to render -- the pixel generation process. WNM replaces end-to-end black-box sampling with orchestrated 4D4D pre-visualization for media generation. Collaborative agents translate sparse multimodal inputs, including text, reference videos, and sketches, into a fully editable world representation with scene geometry, object layouts, character/animal skeleton motion, trajectories, camera motion, and lighting at quantitative, physically meaningful granularity. This representation acts as a deterministic structural blueprint that drives existing video foundation models, either frozen or lightly adapted, to render final footage, turning the base model into a faithful neural shader. Built on this engine, our human-AI platform supports automatic world generation and pre-visualization aligned with professional filmmaking pipelines, while director consoles enable seamless human refinement. Experiments show that WNM greatly reduces probabilistic ``gacha'' calls and produces videos whose layout, motion, and cinematography closely follow creator intent. The framework is open and modular, allowing each component, such as world representation, control agents, and adapters, to be independently improved. Project website: https://glassroom.sjtu.edu.cn/WNM/.
Ye Chen, Xuanhong Chen, Yupeng Zhu +23
Jun 30, 2026cs.GR

Intrinsic decomposition and editing of 3D Gaussian splats

Intrinsic decomposition which expresses image colors as the product of diffuse albedo and shading, possibly augmented with view-dependent residuals has a long history in image editing as it enables the modification of object colors and textures without altering lighting. We extend intrinsic decomposition to radiance fields represented with Gaussian splatting by proposing solutions to three key aspects of such decomposition. First, we describe how to model the intrinsic decomposition as independent sets of Gaussian primitives, which allows each set to adapt to the characteristics of the layer it represents. Second, we present an optimization procedure guided by data-driven predictions to disentangle multi-view photographs of a scene into the aforementioned intrinsic sets. Finally, we provide an editing workflow where users modify the texture of planar surfaces simply by modifying the albedo of that surface in one image. Capturing this edit within the intrinsic radiance field allows re-rendering of the edited scene with plausible lighting under arbitrary viewpoints.
Alexandre Lanvin, Jeffrey Hu, Simon Lucas +2
Jun 30, 2026cs.CV

AugSplat: Radiance Field-Informed Gaussian Splatting for Sparse-View Settings

Generating high-quality novel views at real-time frame rates remains a central challenge in 3D vision, particularly in sparse-view scenarios. Neural radiance fields have demonstrated robust reconstruction from limited observations, but their reliance on volumetric rendering leads to high computational cost and slow inference. In contrast, Gaussian Splatting methods achieve real-time rendering through rasterization, but their optimization is highly sensitive to the quality of the initial geometry. This sensitivity becomes especially problematic in sparse-view settings, where limited observations often lead to incomplete or noisy point-cloud reconstructions. In this work, we present AugSplat, a simple framework for improving Gaussian Splatting in sparse-view regimes using radiance-field-based view augmentation. We first train a radiance field on the sparse input views and use it to synthesize additional images from nearby novel viewpoints, increasing the effective view-space coverage available for supervision. These synthetic views are then used as auxiliary supervision during Gaussian Splatting optimization. We study two variants: Staged AugSplat, which uses synthetic views for an initial optimization phase before switching to real images, and Dual AugSplat, which jointly trains on real and synthetic views with a decaying synthetic loss weight. Experiments on sparse-view mip-NeRF 360 scenes show that AugSplat improves reconstruction quality over standard Gaussian Splatting. Staged AugSplat achieves the strongest average performance, while Dual AugSplat provides a closely performing formulation that keeps real-image supervision active throughout training, and both variants preserve real-time rendering at inference.
Lorenzo Lazzaroni, Riccardo Bollati, Daniel Barath +2
Jun 29, 2026cs.GR

RenderFormer++: Scalable and Physically Grounded Feed-Forward Neural Rendering

We present RenderFormer++, a scalable and physically grounded feed-forward neural rendering framework for global illumination in mesh scenes. Existing Transformer-based neural rendering methods such as RenderFormer achieve promising cross-scene generalization, but suffer from limited physical consistency and poor scalability due to the quadratic attention complexity of triangle-level tokenization. To address these issues, we introduce Physics-Informed Transport Guidance (PITG), which embeds rendering-equation inductive biases into the attention mechanism and enforces transport consistency loss, enabling physically consistent light transport modeling. We further propose Hierarchical Object-Centric Tokenization (HOCT), which aggregates triangle-level features into compact object-level tokens via cross-attention with learnable queries, substantially reducing computational and memory costs while preserving geometric and radiometric information. Extensive experiments demonstrate that RenderFormer++ achieves scalable, stable, and generalizable feed-forward global illumination rendering across complex large-scale scenes with improved physical accuracy and efficiency over prior neural rendering methods.
Huangsheng Du, Haoran Zhu, Youcheng Cai +2
Jun 26, 2026cs.GR

DANTE-W: Diffuse Albedo Neural Texturing in the Wild

Classical mesh texturing techniques blend captured multi-view images directly, which inevitably suffer from baked-in shading and casted shadows that compromise visual fidelity during relighting. To circumvent this issue, we present a neural texturing framework, namely DANTE-W, to enable high-fidelity diffuse albedo texture recovery from unstructured image collections for large-scale, in-the-wild scenes, which integrates seamlessly with traditional 3D reconstruction pipelines. Given a reconstructed mesh and its surface parameterization, our method fuses view-space generative albedo priors into a coherent texture space via an expressive neural representation, while substantially enhancing fine-grained textural details through physically principled neural rendering. To comprehensively evaluate our method, we curate a benchmark dataset featuring diverse, fine-grained textures, comprising both real-world in-the-wild scenes and synthetic objects. Extensive experiments verify the effectiveness of our approach in reconstructing accurate albedo textures and boosting relighting fidelity. Project page: dante-wild.github.io.
Guangyu Wang, Tianheng Lu, Ruqi Huang +1
Jun 25, 2026cs.CV

Sculpting NeRF Geometry: Human-Preference Fine-Tuning of a 3D-Aware Face GAN

Reinforcement learning from human feedback (RLHF) for 3D generation is now established across a number of works, but most existing pipelines optimise explicit surface representations, often by converting radiance fields into meshes and training heavily on surface-supervised data. We instead fine-tune a pretrained 3D-aware generative model directly from a learned reward over radiance-field density (σσ) values, with no externally supplied mesh or shape prior. The reward model requires no pretraining, trains easily on a small set of preference samples, and yields robust improvement in 3D geometry. Working on an unconditional 3D-aware face GAN (EG3D), our reward reads the continuous 3D density field of the neural radiance field (NeRF) directly and supplies a geometry-only learning signal, requiring neither text conditioning, mesh extraction, nor multi-view rendering. A density-consistency constraint keeps the 2D appearance qualitatively similar while the geometry is reshaped, at a measurable but bounded distributional cost (FID-50k rises from 4.09 to 6.66): the fine-tuned generator, trained from the preferences of a single annotator as a proof of concept, produces face geometries preferred by users in 74.4% of pairwise comparisons.
Archer Moore, Mingming Gong, Liam Hodgkinson
Jun 21, 2026cs.GR

Lighting-Consistent Object Transfer Across Radiance Fields

3D Gaussian Splatting (3DGS) is widely used to capture and render real scenes. Compositing objects from one capture into another has applications in many domains, such as VFX, architecture and interior design, or marketing. However, extracting an object from a source scene and naively pasting it into a target scene will fail to produce realistic results due to the different lighting conditions between the two scenes. To address this problem, we introduce a diffusion model that harmonizes naively composited images with inconsistent lighting. The model is trained with a heterogeneous dataset of image pairs (inconsistent composite input, consistent output), combining synthetic, generated, and real data. Our complete 3D solution allows a user to extract an object from the source scene and composite it into the target scene. From this, the (inconsistent) views of the target scene with the composite object are rendered. Our diffusion model harmonizes each one of these views, which are finally consolidated in a 3DGS representation with a post-optimization step. Our method provides visually compelling results, making object transfer between 3DGS easy to use and significantly improving quality compared to previous methods.
Nicolás Violante, George Kopanas, Linus Franke +2
Jun 18, 2026cs.RO

LIT-GS: LiDAR-Inertial-Thermal Gaussian Splatting for Illumination-Robust Mapping

Gaussian Splatting has enabled real-time neural rendering, yet existing LiDAR-inertial-visual (LIV) Gaussian mapping pipelines remain fragile under illumination changes and texture-deficient scenes due to their reliance on RGB photometric cues. We present LIT-GS, a LiDAR-inertial-thermal Gaussian Splatting framework that injects LiDAR-derived plane geometry as an explicit constraint in both pose/structure refinement and Gaussian optimization. Specifically, we exploit LIV visual map points as confidence-aware cross-modal anchors to establish reliable thermal-LiDAR associations, and incorporate weighted LiDAR point-to-plane residuals into bundle adjustment to jointly refine camera poses and 3D points under weak thermal supervision. Building on the refined structure, we further introduce a LiDAR-plane-regularized differentiable splatting objective that constrains rendered 3D points to align with locally observed planes, mitigating surface thickening and structural drift in low-contrast thermal imagery. Experiments on proprietary sequences and public datasets demonstrate that LIT-GS consistently improves geometric accuracy and rendering quality over state-of-the-art LIV-based Gaussian Splatting baselines, particularly in challenging lighting conditions.
Shikuan Shi, Chunran Zheng, Jiaming Xu +3
Jun 18, 2026cs.CV

One-Shot Novel View and Pose Human Image Synthesis via 3D Prior Guided Diffusion Model

This paper addresses the challenge of one-shot novel view and pose human image synthesis. The existing methods transfer the reference human image to a target pose using a set of 2D pose keypoints or synthesize human images based on generalizable human NeRF which uses human model priors to extract point-wise features. However, pose transfer based methods can not handle complex human pose using ambiguous 2D pose as the condition, while generalizable human NeRFs may be inaccurate to recover occluded/invisiable human parts without extracted reliable features. To solve these problems, we propose a novel approach for novel view and pose synthesis from a singe human image via conditional denoising diffusion model. Our diffusion model divides the novel view and pose synthesis problem into a sequence of conditional denoising steps. Specifically, to generate humans with complex and arbitrary poses, we introduce 3D human priors, i.e., 3D normal map and color prompt, as geometry and color conditions into the generation process. By transferring the reference human into the target human with a series of diffusion steps, our diffusion model enables high-quality synthesis including the occluded/invisible parts. Further, we propose a self-reconstruction based customized refinement to enhance fine details when tested on novel persons.Experimental results on different public datasets demonstrate that our approach significantly outperforms previous methods and also shows better generalization ability across datasets. The code will be made publicly available at https://github.com/Yankeegsj/3DPGDM.
Shenjian Gong, Kangkan Wang, Shanshan Zhang +1
Jun 17, 2026cs.CV

NeuMesh++: Towards Versatile and Efficient Volumetric Editing with Disentangled Neural Mesh-based Implicit Field

Recently neural implicit rendering techniques have evolved rapidly and demonstrated significant advantages in novel view synthesis and 3D scene reconstruction. However, existing neural rendering methods for editing purposes offer limited functionalities, e.g., rigid transformation and category-specific editing. In this paper, we present a novel mesh-based representation by encoding the neural radiance field with disentangled geometry, texture, and semantic codes on mesh vertices, which empowers a set of efficient and comprehensive editing functionalities, including mesh-guided geometry editing, designated texture editing with texture swapping, filling and painting operations, and semantic-guided editing. To this end, we develop several techniques including a novel local space parameterization to enhance rendering quality and training stability, a learnable modification color on vertex to improve the fidelity of texture editing, a spatial-aware optimization strategy to realize precise texture editing, and a semantic-aided region selection to ease the laborious annotation of implicit field editing. Extensive experiments and editing examples on both real and synthetic datasets demonstrate the superiority of our method on representation quality and editing ability. Project page: https://zju3dv.github.io/neumeshplusplus/
Chong Bao, Yuan Li, Bangbang Yang +5
Jun 17, 2026physics.optics

EDoF-NeRF: extended depth-of-field neural radiance fields using a coded aperture camera

We propose a method for extending the depth-of-field (DoF) to construct high-fidelity neural radiance fields (NeRF) -- an emerging technique for rendering photorealistic novel views from a dataset of images captured at different viewpoints, based on implicit neural representations. The trade-off between DoF and light quantity is inherent not only in conventional cameras but also in NeRF, since the datasets used by NeRF are captured by these cameras. To address this issue, we introduce a coded aperture placed at the camera pupil, preserving spatial frequency components under defocused conditions. We develop a camera model incorporating coded apertures into NeRF, allowing direct input of coded images and enabling the generation of novel views with an extended DoF. We validate the proposed method, termed extended DoF-NeRF (EDoF-NeRF), through simulations and experiments, demonstrating its superior performance compared to conventional aperture cameras.
Yoshiyuki Shirasaki, Ryoichi Horisaki