arXiv Computer Vision

GTA: Advancing Image-to-3D World Generation via Geometry Then Appearance Video Diffusion

arXiv Computer Vision
Aug 28

SpatialCrafter: Single Image World Modeling with Generative 3D Proxies

SpatialCrafter introduces a two‑stage framework for single‑image world modeling that first generates a global 3D proxy using a Point‑anchored Sparse Structure Flow module, then refines appearance with a Generative Deferred Refiner built on a video diffusion model. The method incorporates Parallel Geometry Injection and Proxy‑Aware Corruption training to integrate the proxy without disrupting the pretrained generative manifold, and it is evaluated on a newly constructed dataset of 115K scenes. Experiments demonstrate that SpatialCrafter outperforms existing approaches, reducing long‑term drift and maintaining consistency under rapid camera motion and extreme viewpoints.

By Chuan Fang, Lingteng Qiu, Yixun Liang, Rui Chen, Kunming Luo, Zhaohua Zheng, Tongyuan Bai, Feipeng Tian, Zilong Dong, Zihan Zhou, Ping Tan
arXiv Computer Vision
Aug 31

Video Generative Models as Geometry Learner

The paper introduces GeoNeXt, a framework that repurposes pretrained video generative models for geometry estimation by framing it as a next‑frame prediction task. Unlike prior methods that either train separate depth/normal models or fine‑tune image diffusion backbones, GeoNeXt jointly models images and geometric targets, leveraging the structured knowledge of video models for more data‑efficient learning. Experiments show zero‑shot monocular depth and surface normal estimation that outperforms existing generative approaches and rivals discriminative state‑of‑the‑art methods while using far less training data.

By Haosen Yang, Jifei Song, Zhensong Zhang, Xiatian Zhu, Jiankang Deng
arXiv Computer Vision
Sep 4

PoseDreamer: Scalable and Photorealistic Human Data Generation Pipeline with Diffusion Models

PoseDreamer is a new pipeline that uses diffusion models to generate large‑scale synthetic datasets for 3D human mesh estimation, providing 3D mesh annotations that remain aligned with the generated images. The system incorporates controllable image generation, Direct Preference Optimization for control alignment, curriculum‑based hard sample mining, and multi‑stage quality filtering to produce over 500,000 high‑quality samples with a 76% improvement in image‑quality metrics over traditional rendering‑based datasets. Models trained on PoseDreamer match or surpass those trained on real‑world or conventional synthetic data, and combining PoseDreamer with synthetic datasets yields better performance than mixing real and synthetic data alone.

By Lorenza Prospero, Orest Kupyn, Ostap Viniavskyi, Jo\~ao F. Henriques, Christian Rupprecht
Hugging Face Trending Papers
Jun 24

PRISM: Feed-Forward Single-Image 3D Reconstruction via Geometric Warp-Residual Modeling

Reconstructing 3D scenes from a single image is a fundamental challenge in computer vision, with broad applications in virtual reality, robotics, and content creation. Recent methods achieve outstanding performance by leveraging camera-controlled video diffusion models, but rely on iterative diffusion sampling, which greatly limits their practical deployment.

arXiv Computer Vision
Sep 4

Skyfall-GS: Synthesizing Immersive 3D Urban Scenes from Satellite Imagery

Skyfall-GS is a hybrid framework that generates large‑scale, city‑block‑sized 3D urban scenes by combining satellite imagery for coarse geometry with open‑domain diffusion models for detailed appearance. It uses a curriculum‑driven iterative refinement to improve geometric completeness and photorealistic textures, eliminating the need for costly 3D annotations. Experiments show that Skyfall‑GS achieves better cross‑view geometry consistency and more realistic textures than existing methods.

By Jie-Ying Lee, Yi-Ruei Liu, Shr-Ruei Tsai, Wei-Cheng Chang, Chung-Ho Wu, Jiewen Chan, Zhenjun Zhao, Chieh Hubert Lin, Yu-Lun Liu
arXiv Computer Vision
Sep 7

WorldSculpt: Generating Compositional Worlds from Grounded Videos

WorldSculpt presents a method for generating compositional 3D representations of cluttered scenes with hundreds of objects by adapting a single-object 3D generative prior to multi-view observations. The approach, built on Pixal3D with a multi-view conditioning pathway, can generalize to highly occluded scenes without scene-level training. The authors also introduce the UE-MeshyScene benchmark and demonstrate that their method outperforms prior approaches across various evaluation settings, including converting existing 3DGS worlds into compositional mesh scenes.

By Muyao Niu, Jixuan He, Ruihan Yu, Lian Fu, Yonghao Yu, Zheng-Hui Huang, Yifan Zhan, Fengbo Lan, Yongtao Ge, Yinqiang Zheng, Kaipeng Zhang, Zhixiang Wang