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Geometry and Gradient-based Partitioning for Panoramic Outdoor Reconstruction
Authors:
Weijian Chen,
Weibo Yao,
Yuhang Zhang,
Xiaolin Tang,
Guo Wang,
Weijun Zhang,
Xitong Gao,
Yihao Chen,
Hongde Qin,
Lu Qi
Abstract:
…framework equipped with a Geometry and Gradient-based Partitioning Strategy tailored for large-scale panoramic 3DGS reconstruction. In the global coarse stage, PanoLOG leverages sky-sphere modeling and panoramic monocular depth supervision for reliable geometry, while in the refinement stage, G$^2$PS builds adaptive bounding volumes via parallax-driven uncer…
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Scaling 3D Gaussian Splatting (3DGS) to large outdoor scenes is costly in both data acquisition and computation. Adopting panoramic images with equirectangular projection (ERP) can reduce capture effort via their full $360^{\circ}$ field of view, yet the resulting omnipresent visibility invalidates existing partitioning strategies that rely on local camera frustums, causing block-wise optimization to degenerate into global training. Thus, we propose PanoLOG, a two-stage coarse-to-fine framework equipped with a Geometry and Gradient-based Partitioning Strategy tailored for large-scale panoramic 3DGS reconstruction. In the global coarse stage, PanoLOG leverages sky-sphere modeling and panoramic monocular depth supervision for reliable geometry, while in the refinement stage, G$^2$PS builds adaptive bounding volumes via parallax-driven uncertainty and assigns cameras via gradient-based importance scoring. Furthermore, we construct Pano360, the first benchmark on large-scale panoramic dataset for outdoor scene reconstruction. Extensive experiments demonstrate that G$^2$PS achieves state-of-the-art rendering quality while maintaining scalable, block-parallel training. Our models, training code, and dataset are publicly available.
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Submitted 9 July, 2026;
originally announced July 2026.
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City landscape in sight: A crowdsourced framework for unlocking urban-scale window view perceptions from real estate imagery
Authors:
Chucai Peng,
Sijie Yang,
Ang Liu,
Yang Xiang,
Zhixiang Zhou,
Filip Biljecki
Abstract:
…from actual residential properties listed on real estate platforms in Wuhan, China, representing a rarely explored form of urban view imagery that offers advantages over the rendered or simulated window views commonly examined in previous studies. Through a non-immersive virtual reality platform, we collected 27,477 pairwise comparisons across six perceptual…
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City landscapes viewed through home windows influence quality of life, yet perceptions of actual window views at the urban scale remain understudied. This study presents an approach for large-scale mapping of perceptions using 12,334 window view images (WVIs) collected from actual residential properties listed on real estate platforms in Wuhan, China, representing a rarely explored form of urban view imagery that offers advantages over the rendered or simulated window views commonly examined in previous studies. Through a non-immersive virtual reality platform, we collected 27,477 pairwise comparisons across six perceptual dimensions (e.g. preference) from 304 participants based on 499 WVIs. A hybrid neural network model was trained to predict human perceptions of all crowdsourced WVIs and map their spatial distribution. Results reveal significant spatial autocorrelation with distinct hot and cold spots across the whole city. Floor level strongly influences human perceptions: while higher floors offer more preferred and extensive window views, lower-floor windows provide residents with quiet and vivid views. An inference model further shows that window view composition matters considerably: high ratios of sky, trees, and low-rise buildings enhance people's preferences and perceptions of vividness, whereas high ratios of high-rise buildings increase perceptions of monotony and oppression. Importantly, these effects are non-linear: the excessive presence of certain elements can alter their impact on human perception. This work advances urban-scale understanding of residents' visual experiences and offers a transferable, human-centric method to inform urban planning and design aimed at improving the visual quality of window views.
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Submitted 6 July, 2026; v1 submitted 13 June, 2026;
originally announced June 2026.
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Weather Synchronization in Digital Twin Environments for Shared VR Experience Using Commercial Metaverse Platforms
Authors:
Masanori Ibara,
Yuichi Hiroi,
Takushi Kamegai,
Yusuke Masubuchi,
Kazuki Matsutani,
Megumi Zaizen,
Junya Morita,
Takefumi Hiraki
Abstract:
…Our system processes temperature, humidity, precipitation, wind speed, and solar radiation measurements to generate corresponding virtual environmental effects including dynamic sky rendering, precipitation particles, and ambient audio modulation. Performance evaluation demonstrated practical response times of 0.8-1.0…
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Digital twin technology creates bidirectional synchronization between physical and virtual environments, yet current implementations fail to provide authentic environmental experiences that enhance user presence in shared virtual spaces. While digital twin environments using commercial metaverse platforms for IoT sensor data visualization have been proposed, translating environmental information into meaningful sensory experiences remains largely unexplored, particularly lacking approaches for weather conditions that significantly influence spatial perception. We developed a weather synchronization system that integrates real-time environmental data from ``The GEAR'' smart building with the Cluster metaverse platform, enabling shared VR experiences with authentic atmospheric immersion. Our system processes temperature, humidity, precipitation, wind speed, and solar radiation measurements to generate corresponding virtual environmental effects including dynamic sky rendering, precipitation particles, and ambient audio modulation. Performance evaluation demonstrated practical response times of 0.8-1.0 seconds for weather data transmission and reflection in the virtual environment. This work establishes a foundation for seamless physical-digital space integration, potentially enhancing remote collaboration efficiency and facilitating more dynamic discussions in shared virtual workspaces.
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Submitted 20 April, 2026;
originally announced June 2026.
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Full Dynamic Range Sky-Modelling For Image Based Lighting
Authors:
Ian J. Maquignaz
Abstract:
…arts, immersive virtual reality and a wide range of scientific and engineering applications. To alleviate the burden of physical-capture, physically-simulation and volumetric rendering,…
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Accurate environment maps are a key component to modelling real-world outdoor scenes. They enable captivating visual arts, immersive virtual reality and a wide range of scientific and engineering applications. To alleviate the burden of physical-capture, physically-simulation and volumetric rendering, sky-models have been proposed as fast, flexible, and cost-saving alternatives. In recent years, sky-models have been extended through deep learning to be more comprehensive and inclusive of cloud formations, but recent work has demonstrated these models fall short in faithfully recreating accurate and photorealistic natural skies. Particularly at higher resolutions, DNN sky-models struggle to accurately model the 14EV+ class-imbalanced solar region, resulting in poor visual quality and scenes illuminated with skewed light transmission, shadows and tones. In this work, we propose Icarus, an all-weather sky-model capable of learning the exposure range of Full Dynamic Range (FDR) physically captured outdoor imagery. Our model allows conditional generation of environment maps with intuitive user-positioning of solar and cloud formations, and extends on current state-of-the-art to enable user-controlled texturing of atmospheric formations. Through our evaluation, we demonstrate Icarus is interchangeable with FDR physically captured outdoor imagery or parametric sky-models, and illuminates scenes with unprecedented accuracy, photorealism, lighting directionality (shadows), and tones in Image Based Lightning (IBL).
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Submitted 5 March, 2026;
originally announced March 2026.
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R3GW: Relightable 3D Gaussians for Outdoor Scenes in the Wild
Authors:
Margherita Lea Corona,
Wieland Morgenstern,
Peter Eisert,
Anna Hilsmann
Abstract:
3D Gaussian Splatting (3DGS) has established itself as a leading technique for 3D reconstruction and novel view synthesis of static scenes, achieving outstanding rendering quality and fast training. However, the method does not explicitly model the scene illumination, making it unsuitable for relighting tasks. Furthermore, 3DGS struggles to reconstruct scene…
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3D Gaussian Splatting (3DGS) has established itself as a leading technique for 3D reconstruction and novel view synthesis of static scenes, achieving outstanding rendering quality and fast training. However, the method does not explicitly model the scene illumination, making it unsuitable for relighting tasks. Furthermore, 3DGS struggles to reconstruct scenes captured in the wild by unconstrained photo collections featuring changing lighting conditions. In this paper, we present R3GW, a novel method that learns a relightable 3DGS representation of an outdoor scene captured in the wild. Our approach separates the scene into a relightable foreground and a non-reflective background (the sky), using two distinct sets of Gaussians. R3GW models view-dependent lighting effects in the foreground reflections by combining Physically Based Rendering with the 3DGS scene representation in a varying illumination setting. We evaluate our method quantitatively and qualitatively on the NeRF-OSR dataset, offering state-of-the-art performance and enhanced support for physically-based relighting of unconstrained scenes. Our method synthesizes photorealistic novel views under arbitrary illumination conditions. Additionally, our representation of the sky mitigates depth reconstruction artifacts, improving rendering quality at the sky-foreground boundary
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Submitted 3 March, 2026;
originally announced March 2026.
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Olbedo: An Albedo and Shading Aerial Dataset for Large-Scale Outdoor Environments
Authors:
Shuang Song,
Debao Huang,
Deyan Deng,
Haolin Xiong,
Yang Tang,
Yajie Zhao,
Rongjun Qin
Abstract:
…types, multiple years, and diverse illumination conditions. Each view is accompanied by multi-view consistent albedo and shading maps, metric depth, surface normals, sun and sky shading components, camera poses, and, for recent flights, measured HDR…
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Intrinsic image decomposition (IID) of outdoor scenes is crucial for relighting, editing, and understanding large-scale environments, but progress has been limited by the lack of real-world datasets with reliable albedo and shading supervision. We introduce Olbedo, a large-scale aerial dataset for outdoor albedo--shading decomposition in the wild. Olbedo contains 5,664 UAV images captured across four landscape types, multiple years, and diverse illumination conditions. Each view is accompanied by multi-view consistent albedo and shading maps, metric depth, surface normals, sun and sky shading components, camera poses, and, for recent flights, measured HDR sky domes. These annotations are derived from an inverse-rendering refinement pipeline over multi-view stereo reconstructions and calibrated sky illumination, together with per-pixel confidence masks. We demonstrate that Olbedo enables state-of-the-art diffusion-based IID models, originally trained on synthetic indoor data, to generalize to real outdoor imagery: fine-tuning on Olbedo significantly improves single-view outdoor albedo prediction on the MatrixCity benchmark. We further illustrate applications of Olbedo-trained models to multi-view consistent relighting of 3D assets, material editing, and scene change analysis for urban digital twins. We release the dataset, baseline models, and an evaluation protocol to support future research in outdoor intrinsic decomposition and illumination-aware aerial vision.
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Submitted 27 March, 2026; v1 submitted 24 February, 2026;
originally announced February 2026.
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LightCity: An Urban Dataset for Outdoor Inverse Rendering and Reconstruction under Multi-illumination Conditions
Authors:
Jingjing Wang,
Qirui Hu,
Chong Bao,
Yuke Zhu,
Hujun Bao,
Zhaopeng Cui,
Guofeng Zhang
Abstract:
Inverse rendering in urban scenes is pivotal for applications like autonomous driving and digital twins. Yet, it faces significant challenges due to complex illumination conditions, including multi-illumination and indirect light and shadow effects. However, the effects of these challenges on intrinsic decomposition and 3D reconstruction have not been explor…
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Inverse rendering in urban scenes is pivotal for applications like autonomous driving and digital twins. Yet, it faces significant challenges due to complex illumination conditions, including multi-illumination and indirect light and shadow effects. However, the effects of these challenges on intrinsic decomposition and 3D reconstruction have not been explored due to the lack of appropriate datasets. In this paper, we present LightCity, a novel high-quality synthetic urban dataset featuring diverse illumination conditions with realistic indirect light and shadow effects. LightCity encompasses over 300 sky maps with highly controllable illumination, varying scales with street-level and aerial perspectives over 50K images, and rich properties such as depth, normal, material components, light and indirect light, etc. Besides, we leverage LightCity to benchmark three fundamental tasks in the urban environments and conduct a comprehensive analysis of these benchmarks, laying a robust foundation for advancing related research.
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Submitted 1 February, 2026;
originally announced February 2026.
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Towards Physically-Based Sky-Modeling For Image Based Lighting
Authors:
Ian J. Maquignaz
Abstract:
Accurate environment maps are a key component for rendering photorealistic outdoor scenes with coherent illumination. They enable captivating visual arts, immersive virtual reality, and a wide range of engineering and scientific applications. Recent works have extended…
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Accurate environment maps are a key component for rendering photorealistic outdoor scenes with coherent illumination. They enable captivating visual arts, immersive virtual reality, and a wide range of engineering and scientific applications. Recent works have extended sky-models to be more comprehensive and inclusive of cloud formations but, as we demonstrate, existing methods fall short in faithfully recreating natural skies. Though in recent years the visual quality of DNN-generated High Dynamic Range Imagery (HDRI) has greatly improved, the environment maps generated by DNN sky-models do not re-light scenes with the same tones, shadows, and illumination as physically captured HDR imagery. In this work, we demonstrate progress in HDR literature to be tangential to sky-modelling as current works cannot support both photorealism and the 22 f-stops required for the Full Dynamic Range (FDR) of outdoor illumination. We achieve this by proposing AllSky, a flexible all-weather sky-model learned directly from physically captured HDRI which we leverage to study the input modalities, tonemapping, conditioning, and evaluation of sky-models. Per user-controlled positioning of the sun and cloud formations, AllSky expands on current functionality by allowing for intuitive user control over environment maps and achieves state-of-the-art sky-model performance. Through our proposed evaluation, we demonstrate existing DNN sky-models are not interchangeable with physically captured HDRI or parametric sky-models, with current limitations being prohibitive of scalability and accurate illumination in downstream applications
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Submitted 15 December, 2025;
originally announced December 2025.
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Two-Stage Gaussian Splatting Optimization for Outdoor Scene Reconstruction
Authors:
Deborah Pintani,
Ariel Caputo,
Noah Lewis,
Marc Stamminger,
Fabio Pellacini,
Andrea Giachetti
Abstract:
…reconstruction remains challenging due to the stark contrast between well-textured, nearby regions and distant backgrounds dominated by low detail, uneven illumination, and sky effects. We introduce a two-stage Gaussian Splatting framework that explicitly separates and optimizes these regions, yielding higher-fidelity novel view synthesis. In stage one, back…
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Outdoor scene reconstruction remains challenging due to the stark contrast between well-textured, nearby regions and distant backgrounds dominated by low detail, uneven illumination, and sky effects. We introduce a two-stage Gaussian Splatting framework that explicitly separates and optimizes these regions, yielding higher-fidelity novel view synthesis. In stage one, background primitives are initialized within a spherical shell and optimized using a loss that combines a background-only photometric term with two geometric regularizers: one constraining Gaussians to remain inside the shell, and another aligning them with local tangential planes. In stage two, foreground Gaussians are initialized from a Structure-from-Motion reconstruction, added and refined using the standard rendering loss, while the background set remains fixed but contributes to the final image formation. Experiments on diverse outdoor datasets show that our method reduces background artifacts and improves perceptual quality compared to state-of-the-art baselines. Moreover, the explicit background separation enables automatic, object-free environment map estimation, opening new possibilities for photorealistic outdoor rendering and mixed-reality applications.
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Submitted 10 October, 2025;
originally announced October 2025.
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Wireless Communication for Low-Altitude Economy with UAV Swarm Enabled Two-Level Movable Antenna System
Authors:
Haiquan Lu,
Yong Zeng,
Shaodan Ma,
Bin Li,
Shi Jin,
Rui Zhang
Abstract:
…economy, due to its advantages such as 3D maneuverability, flexible deployment, and LoS air-to-air/ground communication links. In particular, the intrinsic high mobility renders UAV especially suitable for operating as a movable antenna (MA) from the sky. In this paper, by exploiting the flexible mobility of UAV swarm…
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Unmanned aerial vehicle (UAV) is regarded as a key enabling platform for low-altitude economy, due to its advantages such as 3D maneuverability, flexible deployment, and LoS air-to-air/ground communication links. In particular, the intrinsic high mobility renders UAV especially suitable for operating as a movable antenna (MA) from the sky. In this paper, by exploiting the flexible mobility of UAV swarm and antenna position adjustment of MA, we propose a novel UAV swarm enabled two-level MA system, where UAVs not only individually deploy a local MA array, but also form a larger-scale MA system with their individual MA arrays via swarm coordination. We formulate a general optimization problem to maximize the minimum achievable rate over all ground user equipments (UEs), by jointly optimizing the 3D UAV swarm placement positions, their individual MAs' positions, and receive beamforming for different UEs. To gain useful insights, we first consider the special case where each UAV has only one antenna, under different scenarios of one single UE, two UEs, and arbitrary number of UEs. In particular, for the two-UE case, we derive the optimal UAV swarm placement positions in closed-form that achieves IUI-free communication when the uniform plane wave (UPW) model holds, where the UAV swarm forms a uniform sparse array (USA) satisfying minimum safe distance constraint. While for the general case with arbitrary number of UEs, we propose an efficient alternating optimization algorithm to solve the formulated non-convex optimization problem. Then, we extend the results to the case where each UAV is equipped with multiple antennas. Numerical results verify that the proposed low-altitude UAV swarm enabled MA system significantly outperforms various benchmark schemes, thanks to the exploitation of two-level mobility to create more favorable channel conditions for multi-UE communications.
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Submitted 26 April, 2026; v1 submitted 28 May, 2025;
originally announced May 2025.
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Seeing through Satellite Images at Street Views
Authors:
Ming Qian,
Bin Tan,
Qiuyu Wang,
Xianwei Zheng,
Hanjiang Xiong,
Gui-Song Xia,
Yujun Shen,
Nan Xue
Abstract:
This paper studies the task of SatStreet-view synthesis, which aims to render photorealistic street-view panorama images and videos given any satellite image and specified camera positions or trajectories. We formulate to learn neural radiance field from paired images captured from satellite and street viewpoints, which comes to be a challenging learning pro…
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This paper studies the task of SatStreet-view synthesis, which aims to render photorealistic street-view panorama images and videos given any satellite image and specified camera positions or trajectories. We formulate to learn neural radiance field from paired images captured from satellite and street viewpoints, which comes to be a challenging learning problem due to the sparse-view natural and the extremely-large viewpoint changes between satellite and street-view images. We tackle the challenges based on a task-specific observation that street-view specific elements, including the sky and illumination effects are only visible in street-view panoramas, and present a novel approach Sat2Density++ to accomplish the goal of photo-realistic street-view panoramas rendering by modeling these street-view specific in neural networks. In the experiments, our method is testified on both urban and suburban scene datasets, demonstrating that Sat2Density++ is capable of rendering photorealistic street-view panoramas that are consistent across multiple views and faithful to the satellite image.
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Submitted 3 February, 2026; v1 submitted 22 May, 2025;
originally announced May 2025.
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R3GS: Gaussian Splatting for Robust Reconstruction and Relocalization in Unconstrained Image Collections
Authors:
Xu yan,
Zhaohui Wang,
Rong Wei,
Jingbo Yu,
Dong Li,
Xiangde Liu
Abstract:
…generalizes to other transient objects (such as posters, banners, and cars) with minimal need for further adaptation. Additionally, to address the challenges posed by sky regions in outdoor scenes, we propose an effective…
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We propose R3GS, a robust reconstruction and relocalization framework tailored for unconstrained datasets. Our method uses a hybrid representation during training. Each anchor combines a global feature from a convolutional neural network (CNN) with a local feature encoded by the multiresolution hash grids [2]. Subsequently, several shallow multi-layer perceptrons (MLPs) predict the attributes of each Gaussians, including color, opacity, and covariance. To mitigate the adverse effects of transient objects on the reconstruction process, we ffne-tune a lightweight human detection network. Once ffne-tuned, this network generates a visibility map that efffciently generalizes to other transient objects (such as posters, banners, and cars) with minimal need for further adaptation. Additionally, to address the challenges posed by sky regions in outdoor scenes, we propose an effective sky-handling technique that incorporates a depth prior as a constraint. This allows the inffnitely distant sky to be represented on the surface of a large-radius sky sphere, signiffcantly reducing ffoaters caused by errors in sky reconstruction. Furthermore, we introduce a novel relocalization method that remains robust to changes in lighting conditions while estimating the camera pose of a given image within the reconstructed 3DGS scene. As a result, R3GS significantly enhances rendering ffdelity, improves both training and rendering efffciency, and reduces storage requirements. Our method achieves state-of-the-art performance compared to baseline methods on in-the-wild datasets. The code will be made open-source following the acceptance of the paper.
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Submitted 21 May, 2025;
originally announced May 2025.
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VoxCity: A Seamless Framework for Open Geospatial Data Integration, Grid-Based Semantic 3D City Model Generation, and Urban Environment Simulation
Authors:
Kunihiko Fujiwara,
Ryuta Tsurumi,
Tomoki Kiyono,
Zicheng Fan,
Xiucheng Liang,
Binyu Lei,
Winston Yap,
Koichi Ito,
Filip Biljecki
Abstract:
…external software, such as ENVI-met (INX), Blender, and Rhino (OBJ). We generated 3D city models for eight global cities, and demonstrated the calculation of solar irradiance, sky view index, and green view index. We also showcased microclimate simulation and 3D rendering visualization through ENVI-met and Rhino, respe…
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Three-dimensional urban environment simulation is a powerful tool for informed urban planning. However, the intensive manual effort required to prepare input 3D city models has hindered its widespread adoption. To address this challenge, we present VoxCity, an open-source Python package that provides a one-stop solution for grid-based 3D city model generation and urban environment simulation for cities worldwide. VoxCity's `generator' subpackage automatically downloads building heights, tree canopy heights, land cover, and terrain elevation within a specified target area, and voxelizes buildings, trees, land cover, and terrain to generate an integrated voxel city model. The `simulator' subpackage enables users to conduct environmental simulations, including solar radiation and view index analyses. Users can export the generated models using several file formats compatible with external software, such as ENVI-met (INX), Blender, and Rhino (OBJ). We generated 3D city models for eight global cities, and demonstrated the calculation of solar irradiance, sky view index, and green view index. We also showcased microclimate simulation and 3D rendering visualization through ENVI-met and Rhino, respectively, through the file export function. Additionally, we reviewed openly available geospatial data to create guidelines to help users choose appropriate data sources depending on their target areas and purposes. VoxCity can significantly reduce the effort and time required for 3D city model preparation and promote the utilization of urban environment simulations. This contributes to more informed urban and architectural design that considers environmental impacts, and in turn, fosters sustainable and livable cities. VoxCity is released openly at https://github.com/kunifujiwara/VoxCity.
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Submitted 21 November, 2025; v1 submitted 15 April, 2025;
originally announced April 2025.
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EVolSplat: Efficient Volume-based Gaussian Splatting for Urban View Synthesis
Authors:
Sheng Miao,
Jiaxin Huang,
Dongfeng Bai,
Xu Yan,
Hongyu Zhou,
Yue Wang,
Bingbing Liu,
Andreas Geiger,
Yiyi Liao
Abstract:
…synthesis of urban scenes is essential for autonomous driving-related applications.Existing NeRF and 3DGS-based methods show promising results in achieving photorealistic renderings but require slow, per-scene optimization. We introduce EVolSplat, an efficient 3D Gaussian Splatting model for urban scenes that works in a feed-forward manner. Unlike existing f…
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Novel view synthesis of urban scenes is essential for autonomous driving-related applications.Existing NeRF and 3DGS-based methods show promising results in achieving photorealistic renderings but require slow, per-scene optimization. We introduce EVolSplat, an efficient 3D Gaussian Splatting model for urban scenes that works in a feed-forward manner. Unlike existing feed-forward, pixel-aligned 3DGS methods, which often suffer from issues like multi-view inconsistencies and duplicated content, our approach predicts 3D Gaussians across multiple frames within a unified volume using a 3D convolutional network. This is achieved by initializing 3D Gaussians with noisy depth predictions, and then refining their geometric properties in 3D space and predicting color based on 2D textures. Our model also handles distant views and the sky with a flexible hemisphere background model. This enables us to perform fast, feed-forward reconstruction while achieving real-time rendering. Experimental evaluations on the KITTI-360 and Waymo datasets show that our method achieves state-of-the-art quality compared to existing feed-forward 3DGS- and NeRF-based methods.
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Submitted 25 March, 2025;
originally announced March 2025.
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GS-GVINS: A Tightly-integrated GNSS-Visual-Inertial Navigation System Augmented by 3D Gaussian Splatting
Authors:
Zelin Zhou,
Saurav Uprety,
Shichuang Nie,
Hongzhou Yang
Abstract:
…GNSS-Visual-Inertial navigation application that directly utilizes the analytical jacobians of SE3 camera pose with respect to 3D Gaussians. To maintain the quality of 3DGS rendering in extreme dynamic states, we introduce a motionaware 3D Gaussian pruning mechanism, updating the map based on relative pose translation and the accumulated opacity along the ca…
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Recently, the emergence of 3D Gaussian Splatting (3DGS) has drawn significant attention in the area of 3D map reconstruction and visual SLAM. While extensive research has explored 3DGS for indoor trajectory tracking using visual sensor alone or in combination with Light Detection and Ranging (LiDAR) and Inertial Measurement Unit (IMU), its integration with GNSS for large-scale outdoor navigation remains underexplored. To address these concerns, we proposed GS-GVINS: a tightly-integrated GNSS-Visual-Inertial Navigation System augmented by 3DGS. This system leverages 3D Gaussian as a continuous differentiable scene representation in largescale outdoor environments, enhancing navigation performance through the constructed 3D Gaussian map. Notably, GS-GVINS is the first GNSS-Visual-Inertial navigation application that directly utilizes the analytical jacobians of SE3 camera pose with respect to 3D Gaussians. To maintain the quality of 3DGS rendering in extreme dynamic states, we introduce a motionaware 3D Gaussian pruning mechanism, updating the map based on relative pose translation and the accumulated opacity along the camera ray. For validation, we test our system under different driving environments: open-sky, sub-urban, and urban. Both self-collected and public datasets are used for evaluation. The results demonstrate the effectiveness of GS-GVINS in enhancing navigation accuracy across diverse driving environments.
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Submitted 15 February, 2025;
originally announced February 2025.
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Towards Physically-Based Sky-Modeling
Authors:
Ian J. Maquignaz
Abstract:
Accurate environment maps are a key component in rendering photorealistic outdoor scenes with coherent illumination. They enable captivating visual arts, immersive virtual reality and a wide range of engineering and scientific applications. Recent works have extended…
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Accurate environment maps are a key component in rendering photorealistic outdoor scenes with coherent illumination. They enable captivating visual arts, immersive virtual reality and a wide range of engineering and scientific applications. Recent works have extended sky-models to be more comprehensive and inclusive of cloud formations but existing approaches fall short in faithfully recreating key-characteristics in physically captured HDRI. As we demonstrate, environment maps produced by sky-models do not relight scenes with the same tones, shadows, and illumination coherence as physically captured HDR imagery. Though the visual quality of DNN-generated LDR and HDR imagery has greatly progressed in recent years, we demonstrate this progress to be tangential to sky-modelling. Due to the Extended Dynamic Range (EDR) of 14EV required for outdoor environment maps inclusive of the sun, sky-modelling extends beyond the conventional paradigm of High Dynamic Range Imagery (HDRI). In this work, we propose an all-weather sky-model, learning weathered-skies directly from physically captured HDR imagery. Per user-controlled positioning of the sun and cloud formations, our model (AllSky) allows for emulation of physically captured environment maps with improved retention of the Extended Dynamic Range (EDR) of the sky.
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Submitted 16 December, 2024;
originally announced December 2024.
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AutoSplat: Constrained Gaussian Splatting for Autonomous Driving Scene Reconstruction
Authors:
Mustafa Khan,
Hamidreza Fazlali,
Dhruv Sharma,
Tongtong Cao,
Dongfeng Bai,
Yuan Ren,
Bingbing Liu
Abstract:
…reconstruction and view synthesis are essential for advancing autonomous driving systems by simulating safety-critical scenarios. 3D Gaussian Splatting excels in real-time rendering and static scene reconstructions but struggles with modeling driving scenarios due to complex backgrounds, dynamic objects, and sparse views. We propose AutoSplat, a framework em…
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Realistic scene reconstruction and view synthesis are essential for advancing autonomous driving systems by simulating safety-critical scenarios. 3D Gaussian Splatting excels in real-time rendering and static scene reconstructions but struggles with modeling driving scenarios due to complex backgrounds, dynamic objects, and sparse views. We propose AutoSplat, a framework employing Gaussian splatting to achieve highly realistic reconstructions of autonomous driving scenes. By imposing geometric constraints on Gaussians representing the road and sky regions, our method enables multi-view consistent simulation of challenging scenarios including lane changes. Leveraging 3D templates, we introduce a reflected Gaussian consistency constraint to supervise both the visible and unseen side of foreground objects. Moreover, to model the dynamic appearance of foreground objects, we estimate residual spherical harmonics for each foreground Gaussian. Extensive experiments on Pandaset and KITTI demonstrate that AutoSplat outperforms state-of-the-art methods in scene reconstruction and novel view synthesis across diverse driving scenarios. Visit our project page at https://autosplat.github.io/.
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Submitted 3 July, 2024; v1 submitted 2 July, 2024;
originally announced July 2024.
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StyleCity: Large-Scale 3D Urban Scenes Stylization
Authors:
Yingshu Chen,
Huajian Huang,
Tuan-Anh Vu,
Ka Chun Shum,
Sai-Kit Yeung
Abstract:
…Taking an image and text as references, StyleCity stylizes a 3D textured mesh of a large-scale urban scene in a semantics-aware fashion and generates a harmonic omnidirectional sky background. To achieve that, we propose to stylize a neural texture field by transferring 2D vision-and-text priors to 3D globally and locally. During 3D stylization, we progress…
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Creating large-scale virtual urban scenes with variant styles is inherently challenging. To facilitate prototypes of virtual production and bypass the need for complex materials and lighting setups, we introduce the first vision-and-text-driven texture stylization system for large-scale urban scenes, StyleCity. Taking an image and text as references, StyleCity stylizes a 3D textured mesh of a large-scale urban scene in a semantics-aware fashion and generates a harmonic omnidirectional sky background. To achieve that, we propose to stylize a neural texture field by transferring 2D vision-and-text priors to 3D globally and locally. During 3D stylization, we progressively scale the planned training views of the input 3D scene at different levels in order to preserve high-quality scene content. We then optimize the scene style globally by adapting the scale of the style image with the scale of the training views. Moreover, we enhance local semantics consistency by the semantics-aware style loss which is crucial for photo-realistic stylization. Besides texture stylization, we further adopt a generative diffusion model to synthesize a style-consistent omnidirectional sky image, which offers a more immersive atmosphere and assists the semantic stylization process. The stylized neural texture field can be baked into an arbitrary-resolution texture, enabling seamless integration into conventional rendering pipelines and significantly easing the virtual production prototyping process. Extensive experiments demonstrate our stylized scenes' superiority in qualitative and quantitative performance and user preferences.
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Submitted 16 July, 2024; v1 submitted 16 April, 2024;
originally announced April 2024.
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Gaussian-LIC: Real-Time Photo-Realistic SLAM with Gaussian Splatting and LiDAR-Inertial-Camera Fusion
Authors:
Xiaolei Lang,
Laijian Li,
Chenming Wu,
Chen Zhao,
Lina Liu,
Yong Liu,
Jiajun Lv,
Xingxing Zuo
Abstract:
…unobserved by the LiDAR, we propose to integrate both the triangulated visual points from images and LiDAR points for initializing 3D Gaussians. In addition, the modeling of the sky and varying camera exposure have been realized for high-quality rendering. Notably, we implement our system purely with C++ and CUDA, and…
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In this paper, we present a real-time photo-realistic SLAM method based on marrying Gaussian Splatting with LiDAR-Inertial-Camera SLAM. Most existing radiance-field-based SLAM systems mainly focus on bounded indoor environments, equipped with RGB-D or RGB sensors. However, they are prone to decline when expanding to unbounded scenes or encountering adverse conditions, such as violent motions and changing illumination. In contrast, oriented to general scenarios, our approach additionally tightly fuses LiDAR, IMU, and camera for robust pose estimation and photo-realistic online mapping. To compensate for regions unobserved by the LiDAR, we propose to integrate both the triangulated visual points from images and LiDAR points for initializing 3D Gaussians. In addition, the modeling of the sky and varying camera exposure have been realized for high-quality rendering. Notably, we implement our system purely with C++ and CUDA, and meticulously design a series of strategies to accelerate the online optimization of the Gaussian-based scene representation. Extensive experiments demonstrate that our method outperforms its counterparts while maintaining real-time capability. Impressively, regarding photo-realistic mapping, our method with our estimated poses even surpasses all the compared approaches that utilize privileged ground-truth poses for mapping. Our code has been released on https://github.com/APRIL-ZJU/Gaussian-LIC.
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Submitted 20 August, 2025; v1 submitted 10 April, 2024;
originally announced April 2024.
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HO-Gaussian: Hybrid Optimization of 3D Gaussian Splatting for Urban Scenes
Authors:
Zhuopeng Li,
Yilin Zhang,
Chenming Wu,
Jianke Zhu,
Liangjun Zhang
Abstract:
The rapid growth of 3D Gaussian Splatting (3DGS) has revolutionized neural rendering, enabling real-time production of high-quality…
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The rapid growth of 3D Gaussian Splatting (3DGS) has revolutionized neural rendering, enabling real-time production of high-quality renderings. However, the previous 3DGS-based methods have limitations in urban scenes due to reliance on initial Structure-from-Motion(SfM) points and difficulties in rendering distant, sky and low-texture areas. To overcome these challenges, we propose a hybrid optimization method named HO-Gaussian, which combines a grid-based volume with the 3DGS pipeline. HO-Gaussian eliminates the dependency on SfM point initialization, allowing for rendering of urban scenes, and incorporates the Point Densitification to enhance rendering quality in problematic regions during training. Furthermore, we introduce Gaussian Direction Encoding as an alternative for spherical harmonics in the rendering pipeline, which enables view-dependent color representation. To account for multi-camera systems, we introduce neural warping to enhance object consistency across different cameras. Experimental results on widely used autonomous driving datasets demonstrate that HO-Gaussian achieves photo-realistic rendering in real-time on multi-camera urban datasets.
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Submitted 29 March, 2024;
originally announced March 2024.
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SynFog: A Photo-realistic Synthetic Fog Dataset based on End-to-end Imaging Simulation for Advancing Real-World Defogging in Autonomous Driving
Authors:
Yiming Xie,
Henglu Wei,
Zhenyi Liu,
Xiaoyu Wang,
Xiangyang Ji
Abstract:
…defogging algorithms, various synthetic fog datasets have been developed. However, existing datasets created using the Atmospheric Scattering Model (ASM) or real-time rendering engines often struggle to produce photo-realistic foggy images that accurately mimic the actual imaging process. This limitation hinders the effective generalization of models from sy…
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To advance research in learning-based defogging algorithms, various synthetic fog datasets have been developed. However, existing datasets created using the Atmospheric Scattering Model (ASM) or real-time rendering engines often struggle to produce photo-realistic foggy images that accurately mimic the actual imaging process. This limitation hinders the effective generalization of models from synthetic to real data. In this paper, we introduce an end-to-end simulation pipeline designed to generate photo-realistic foggy images. This pipeline comprehensively considers the entire physically-based foggy scene imaging process, closely aligning with real-world image capture methods. Based on this pipeline, we present a new synthetic fog dataset named SynFog, which features both sky light and active lighting conditions, as well as three levels of fog density. Experimental results demonstrate that models trained on SynFog exhibit superior performance in visual perception and detection accuracy compared to others when applied to real-world foggy images.
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Submitted 25 March, 2024;
originally announced March 2024.
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SUNDIAL: 3D Satellite Understanding through Direct, Ambient, and Complex Lighting Decomposition
Authors:
Nikhil Behari,
Akshat Dave,
Kushagra Tiwary,
William Yang,
Ramesh Raskar
Abstract:
…components, and sun direction in this single-model approach, and propose a secondary shadow ray casting technique to 1) improve scene geometry using oblique sun angles to render shadows, 2) enable physically-based disentanglement of scene albedo and illumination, and 3) determine the components of illumination from direct, ambient (…
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3D modeling from satellite imagery is essential in areas of environmental science, urban planning, agriculture, and disaster response. However, traditional 3D modeling techniques face unique challenges in the remote sensing context, including limited multi-view baselines over extensive regions, varying direct, ambient, and complex illumination conditions, and time-varying scene changes across captures. In this work, we introduce SUNDIAL, a comprehensive approach to 3D reconstruction of satellite imagery using neural radiance fields. We jointly learn satellite scene geometry, illumination components, and sun direction in this single-model approach, and propose a secondary shadow ray casting technique to 1) improve scene geometry using oblique sun angles to render shadows, 2) enable physically-based disentanglement of scene albedo and illumination, and 3) determine the components of illumination from direct, ambient (sky), and complex sources. To achieve this, we incorporate lighting cues and geometric priors from remote sensing literature in a neural rendering approach, modeling physical properties of satellite scenes such as shadows, scattered sky illumination, and complex illumination and shading of vegetation and water. We evaluate the performance of SUNDIAL against existing NeRF-based techniques for satellite scene modeling and demonstrate improved scene and lighting disentanglement, novel view and lighting rendering, and geometry and sun direction estimation on challenging scenes with small baselines, sparse inputs, and variable illumination.
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Submitted 23 December, 2023;
originally announced December 2023.
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The Sky's the Limit: Re-lightable Outdoor Scenes via a Sky-pixel Constrained Illumination Prior and Outside-In Visibility
Authors:
James A. D. Gardner,
Evgenii Kashin,
Bernhard Egger,
William A. P. Smith
Abstract:
Inverse rendering of outdoor scenes from unconstrained image collections is a challenging task, particularly illumination/albedo ambiguities and occlusion of the illumination environment (shadowing) caused by geometry. However, there are many cues in an image that can aid in the disentanglement of geometry, albedo and shadows. Whilst…
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Inverse rendering of outdoor scenes from unconstrained image collections is a challenging task, particularly illumination/albedo ambiguities and occlusion of the illumination environment (shadowing) caused by geometry. However, there are many cues in an image that can aid in the disentanglement of geometry, albedo and shadows. Whilst sky is frequently masked out in state-of-the-art methods, we exploit the fact that any sky pixel provides a direct observation of distant lighting in the corresponding direction and, via a neural illumination prior, a statistical cue to derive the remaining illumination environment. The incorporation of our illumination prior is enabled by a novel `outside-in' method for computing differentiable sky visibility based on a neural directional distance function. This is highly efficient and can be trained in parallel with the neural scene representation, allowing gradients from appearance loss to flow from shadows to influence the estimation of illumination and geometry. Our method estimates high-quality albedo, geometry, illumination and sky visibility, achieving state-of-the-art results on the NeRF-OSR relighting benchmark. Our code and models can be found at https://github.com/JADGardner/neusky
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Submitted 30 July, 2024; v1 submitted 28 November, 2023;
originally announced November 2023.
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AerialVLN: Vision-and-Language Navigation for UAVs
Authors:
Shubo Liu,
Hongsheng Zhang,
Yuankai Qi,
Peng Wang,
Yaning Zhang,
Qi Wu
Abstract:
…communities. Existing VLN tasks are built for agents that navigate on the ground, either indoors or outdoors. However, many tasks require intelligent agents to carry out in the sky, such as UAV-based goods delivery, traffic/security patrol, and scenery tour, to name a few. Navigating in the…
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Recently emerged Vision-and-Language Navigation (VLN) tasks have drawn significant attention in both computer vision and natural language processing communities. Existing VLN tasks are built for agents that navigate on the ground, either indoors or outdoors. However, many tasks require intelligent agents to carry out in the sky, such as UAV-based goods delivery, traffic/security patrol, and scenery tour, to name a few. Navigating in the sky is more complicated than on the ground because agents need to consider the flying height and more complex spatial relationship reasoning. To fill this gap and facilitate research in this field, we propose a new task named AerialVLN, which is UAV-based and towards outdoor environments. We develop a 3D simulator rendered by near-realistic pictures of 25 city-level scenarios. Our simulator supports continuous navigation, environment extension and configuration. We also proposed an extended baseline model based on the widely-used cross-modal-alignment (CMA) navigation methods. We find that there is still a significant gap between the baseline model and human performance, which suggests AerialVLN is a new challenging task. Dataset and code is available at https://github.com/AirVLN/AirVLN.
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Submitted 13 August, 2023;
originally announced August 2023.
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UrbanIR: Large-Scale Urban Scene Inverse Rendering from a Single Video
Authors:
Chih-Hao Lin,
Bohan Liu,
Yi-Ting Chen,
Kuan-Sheng Chen,
David Forsyth,
Jia-Bin Huang,
Anand Bhattad,
Shenlong Wang
Abstract:
We present UrbanIR (Urban Scene Inverse Rendering), a new inverse graphics model that enables realistic, free-viewpoint…
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We present UrbanIR (Urban Scene Inverse Rendering), a new inverse graphics model that enables realistic, free-viewpoint renderings of scenes under various lighting conditions with a single video. It accurately infers shape, albedo, visibility, and sun and sky illumination from wide-baseline videos, such as those from car-mounted cameras, differing from NeRF's dense view settings. In this context, standard methods often yield subpar geometry and material estimates, such as inaccurate roof representations and numerous 'floaters'. UrbanIR addresses these issues with novel losses that reduce errors in inverse graphics inference and rendering artifacts. Its techniques allow for precise shadow volume estimation in the original scene. The model's outputs support controllable editing, enabling photorealistic free-viewpoint renderings of night simulations, relit scenes, and inserted objects, marking a significant improvement over existing state-of-the-art methods.
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Submitted 14 January, 2025; v1 submitted 15 June, 2023;
originally announced June 2023.
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StreetSurf: Extending Multi-view Implicit Surface Reconstruction to Street Views
Authors:
Jianfei Guo,
Nianchen Deng,
Xinyang Li,
Yeqi Bai,
Botian Shi,
Chiyu Wang,
Chenjing Ding,
Dongliang Wang,
Yikang Li
Abstract:
…is readily applicable to street view images in widely-used autonomous driving datasets, such as Waymo-perception sequences, without necessarily requiring LiDAR data. As neural rendering research expands rapidly, its integration into street views has started to draw interests. Existing approaches on street views either mainly focus on novel view synthesis wit…
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We present a novel multi-view implicit surface reconstruction technique, termed StreetSurf, that is readily applicable to street view images in widely-used autonomous driving datasets, such as Waymo-perception sequences, without necessarily requiring LiDAR data. As neural rendering research expands rapidly, its integration into street views has started to draw interests. Existing approaches on street views either mainly focus on novel view synthesis with little exploration of the scene geometry, or rely heavily on dense LiDAR data when investigating reconstruction. Neither of them investigates multi-view implicit surface reconstruction, especially under settings without LiDAR data. Our method extends prior object-centric neural surface reconstruction techniques to address the unique challenges posed by the unbounded street views that are captured with non-object-centric, long and narrow camera trajectories. We delimit the unbounded space into three parts, close-range, distant-view and sky, with aligned cuboid boundaries, and adapt cuboid/hyper-cuboid hash-grids along with road-surface initialization scheme for finer and disentangled representation. To further address the geometric errors arising from textureless regions and insufficient viewing angles, we adopt geometric priors that are estimated using general purpose monocular models. Coupled with our implementation of efficient and fine-grained multi-stage ray marching strategy, we achieve state of the art reconstruction quality in both geometry and appearance within only one to two hours of training time with a single RTX3090 GPU for each street view sequence. Furthermore, we demonstrate that the reconstructed implicit surfaces have rich potential for various downstream tasks, including ray tracing and LiDAR simulation.
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Submitted 8 June, 2023;
originally announced June 2023.
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Deep Dynamic Cloud Lighting
Authors:
Pinar Satilmis,
Thomas Bashford-Rogers
Abstract:
Sky illumination is a core source of lighting in…
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Sky illumination is a core source of lighting in rendering, and a substantial amount of work has been developed to simulate lighting from clear skies. However, in reality, clouds substantially alter the appearance of the sky and subsequently change the scene's illumination. While there have been recent advances in developing sky models which include clouds, these all neglect cloud movement which is a crucial component of cloudy sky appearance. In any sort of video or interactive environment, it can be expected that clouds will move, sometimes quite substantially in a short period of time. Our work proposes a solution to this which enables whole-sky dynamic cloud synthesis for the first time. We achieve this by proposing a multi-timescale sky appearance model which learns to predict the sky illumination over various timescales, and can be used to add dynamism to previous static, cloudy sky lighting approaches.
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Submitted 18 April, 2023;
originally announced April 2023.
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Sat2Density: Faithful Density Learning from Satellite-Ground Image Pairs
Authors:
Ming Qian,
Jincheng Xiong,
Gui-Song Xia,
Nan Xue
Abstract:
…is on the challenging problem of 3D-aware ground-views synthesis from a satellite image. We draw inspiration from the density field representation used in volumetric neural rendering and propose a new approach, called Sat2Density. Our method utilizes the properties of ground-view panoramas for the…
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This paper aims to develop an accurate 3D geometry representation of satellite images using satellite-ground image pairs. Our focus is on the challenging problem of 3D-aware ground-views synthesis from a satellite image. We draw inspiration from the density field representation used in volumetric neural rendering and propose a new approach, called Sat2Density. Our method utilizes the properties of ground-view panoramas for the sky and non-sky regions to learn faithful density fields of 3D scenes in a geometric perspective. Unlike other methods that require extra depth information during training, our Sat2Density can automatically learn accurate and faithful 3D geometry via density representation without depth supervision. This advancement significantly improves the ground-view panorama synthesis task. Additionally, our study provides a new geometric perspective to understand the relationship between satellite and ground-view images in 3D space.
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Submitted 29 August, 2023; v1 submitted 26 March, 2023;
originally announced March 2023.
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LM-GAN: A Photorealistic All-Weather Parametric Sky Model
Authors:
Lucas Valença,
Ian Maquignaz,
Hadi Moazen,
Rishikesh Madan,
Yannick Hold-Geoffroy,
Jean-François Lalonde
Abstract:
We present LM-GAN, an HDR sky model that generates photorealistic environment maps with weathered skies. Our…
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We present LM-GAN, an HDR sky model that generates photorealistic environment maps with weathered skies. Our sky model retains the flexibility of traditional parametric models and enables the reproduction of photorealistic all-weather skies with visual diversity in cloud formations. This is achieved with flexible and intuitive user controls for parameters, including sun position, sky color, and atmospheric turbidity.
Our method is trained directly from inputs fitted to real HDR skies, learning both to preserve the input's illumination and correlate it to the real reference's atmospheric components in an end-to-end manner. Our main contributions are a generative model trained on both sky appearance and scene rendering losses, as well as a novel sky-parameter fitting algorithm. We demonstrate that our fitting algorithm surpasses existing approaches in both accuracy and sky fidelity, and also provide quantitative and qualitative analyses, demonstrating LM-GAN's ability to match parametric input to photorealistic all-weather skies. The generated HDR environment maps are ready to use in 3D rendering engines and can be applied to a wide range of image-based lighting applications.
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Submitted 31 January, 2023;
originally announced February 2023.
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Design and Optimization of Aerial-Aided Multi-Access Edge Computing towards 6G
Authors:
Jörg von Mankowski,
Emre Durmaz,
Arled Papa,
Hansini Vijayaraghavan,
Wolfgang Kellerer
Abstract:
…terrestrial networks is foreseen. In particular, the rising amount of applications such as In-Flight Entertainment and Connectivity Services (IFECS) and SDN-enabled satellites renders network management more challenging. Moreover, due to the stringent Quality of Service (QoS) requirements edge computing gains in importance for these applications. Here, netwo…
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Ubiquity in network coverage is one of the main features of 5G and is expected to be extended to the computing domain in 6G. In order to provide this holistic approach of ubiquity in communication and computation, an integration of satellite, aerial and terrestrial networks is foreseen. In particular, the rising amount of applications such as In-Flight Entertainment and Connectivity Services (IFECS) and SDN-enabled satellites renders network management more challenging. Moreover, due to the stringent Quality of Service (QoS) requirements edge computing gains in importance for these applications. Here, network performance can be boosted by considering components of the aerial network, like aircrafts, as potential Multi-Access Edge Computing (MEC) nodes. Thus, we propose an Aerial-Aided Multi-Access Edge Computing (AA-MEC) architecture that provides a framework for optimal management of computing resources and internet-based services in the sky. Furthermore, we formulate optimization problems to minimize the network latency for the two use cases of providing IFECS to other aircrafts in the sky and providing services for offloading AI/ML-tasks from satellites. Due to the dynamic nature of the satellite and aerial networks, we propose a re-configurable optimization. For the transforming network we continuously identify the optimal MEC node for each application and the optimal path to the destination MEC node. In summary, our results demonstrate that using AA-MEC improves network latency performance by 10.43% compared to the traditional approach of using only terrestrial MEC nodes for latency-critical applications such as online gaming. Furthermore, while comparing our proposed dynamic approach with a static one, we record a benefit of at least 6.7% decrease in flow latency for IFECS and 56.03% decrease for computation offloading.
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Submitted 29 June, 2022;
originally announced June 2022.
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6G opens up a New Era for Aeronautical Communication and Services
Authors:
Arled Papa,
Jörg von Mankowski,
Hansini Vijayaraghavan,
Babak Mafakheri,
Leonardo Goratti,
Wolfgang Kellerer
Abstract:
…(MEC) and Software-Defined Networking (SDN) can provide a basis for a full integration of aeronautical systems into the terrestrial counterpart. However, these technologies render the management and orchestration of aeronautical systems complex. As a step towards the integration of aeronautical communication and services into 6G, we propose a framework for t…
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While 5G delivers high quality services mostly in a two dimensional terrestrial area covering our planet's surface, with 6G we aim at a full exploitation of three dimensions. In this way, 6G includes all kinds of non-terrestrial networks. In particular, Unmanned Aerial Vehicles (UAVs), High-Altitude Platforms (HAPs), (self-)flying taxis and civil aircrafts are new additions to already existing satellite networks complementing the cellular terrestrial network. Their integration to 6G is promising with respect to service coverage, but also challenging due to the so far rather closed systems. Emerging technology concepts such as Mobile Edge Computing (MEC) and Software-Defined Networking (SDN) can provide a basis for a full integration of aeronautical systems into the terrestrial counterpart. However, these technologies render the management and orchestration of aeronautical systems complex. As a step towards the integration of aeronautical communication and services into 6G, we propose a framework for the collection, monitoring and distribution of resources in the sky among heterogeneous flying objects. This enables high-performance services for a new era of 6G aeronautical applications. Based on our aeronautical framework, we introduce emerging application use-cases including Aeronautical Edge Computing (AEC), aircraft-as-a-sensor, and in-cabin networks.
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Submitted 23 June, 2022;
originally announced June 2022.
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Dim but not entirely dark: Extracting the Galactic Center Excess' source-count distribution with neural nets
Authors:
Florian List,
Nicholas L. Rodd,
Geraint F. Lewis
Abstract:
…smooth Poisson emission in the ultra-faint limit (formally where each source is expected to contribute much less than one photon on average), leading to an ambiguity that can render questions such as whether the emission is PS-like or Poissonian in nature ill-defined. We present a conceptually new approach that describes the PS and Poisson emission in a unif…
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The two leading hypotheses for the Galactic Center Excess (GCE) in the $\textit{Fermi}$ data are an unresolved population of faint millisecond pulsars (MSPs) and dark-matter (DM) annihilation. The dichotomy between these explanations is typically reflected by modeling them as two separate emission components. However, point-sources (PSs) such as MSPs become statistically degenerate with smooth Poisson emission in the ultra-faint limit (formally where each source is expected to contribute much less than one photon on average), leading to an ambiguity that can render questions such as whether the emission is PS-like or Poissonian in nature ill-defined. We present a conceptually new approach that describes the PS and Poisson emission in a unified manner and only afterwards derives constraints on the Poissonian component from the so obtained results. For the implementation of this approach, we leverage deep learning techniques, centered around a neural network-based method for histogram regression that expresses uncertainties in terms of quantiles. We demonstrate that our method is robust against a number of systematics that have plagued previous approaches, in particular DM / PS misattribution. In the $\textit{Fermi}$ data, we find a faint GCE described by a median source-count distribution (SCD) peaked at a flux of $\sim4 \times 10^{-11} \ \text{counts} \ \text{cm}^{-2} \ \text{s}^{-1}$ (corresponding to $\sim3 - 4$ expected counts per PS), which would require $N \sim \mathcal{O}(10^4)$ sources to explain the entire excess (median value $N = \text{29,300}$ across the sky). Although faint, this SCD allows us to derive the constraint $η_P \leq 66\%$ for the Poissonian fraction of the GCE flux $η_P$ at 95% confidence, suggesting that a substantial amount of the GCE flux is due to PSs.
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Submitted 15 December, 2021; v1 submitted 19 July, 2021;
originally announced July 2021.
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Spatially-Varying Outdoor Lighting Estimation from Intrinsics
Authors:
Yongjie Zhu,
Yinda Zhang,
Si Li,
Boxin Shi
Abstract:
We present SOLID-Net, a neural network for spatially-varying outdoor lighting estimation from a single outdoor image for any 2D pixel location. Previous work has used a unified sky environment map to represent outdoor lighting. Instead, we generate spatially-varying local lighting environment maps by combining global…
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We present SOLID-Net, a neural network for spatially-varying outdoor lighting estimation from a single outdoor image for any 2D pixel location. Previous work has used a unified sky environment map to represent outdoor lighting. Instead, we generate spatially-varying local lighting environment maps by combining global sky environment map with warped image information according to geometric information estimated from intrinsics. As no outdoor dataset with image and local lighting ground truth is readily available, we introduce the SOLID-Img dataset with physically-based rendered images and their corresponding intrinsic and lighting information. We train a deep neural network to regress intrinsic cues with physically-based constraints and use them to conduct global and local lightings estimation. Experiments on both synthetic and real datasets show that SOLID-Net significantly outperforms previous methods.
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Submitted 28 April, 2021; v1 submitted 8 April, 2021;
originally announced April 2021.
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SRoll3: A neural network approach to reduce large-scale systematic effects in the Planck High Frequency Instrument maps
Authors:
Manuel López-Radcenco,
Jean-Marc Delouis,
Laurent Vibert
Abstract:
…sources, with a particular focus on the mapmaking for Planck High Frequency Instrument (Planck-HFI) data and the removal of large-scale systematic effects within the produced sky maps. The removal of contamination sources is rendered possible by the structured nature of these sources, which is characterized by local sp…
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In the present work, we propose a neural network based data inversion approach to reduce structured contamination sources, with a particular focus on the mapmaking for Planck High Frequency Instrument (Planck-HFI) data and the removal of large-scale systematic effects within the produced sky maps. The removal of contamination sources is rendered possible by the structured nature of these sources, which is characterized by local spatiotemporal interactions producing couplings between different spatiotemporal scales. We focus on exploring neural networks as a means of exploiting these couplings to learn optimal low-dimensional representations, optimized with respect to the contamination source removal and mapmaking objectives, to achieve robust and effective data inversion. We develop multiple variants of the proposed approach, and consider the inclusion of physics informed constraints and transfer learning techniques. Additionally, we focus on exploiting data augmentation techniques to integrate expert knowledge into an otherwise unsupervised network training approach. We validate the proposed method on Planck-HFI 545 GHz Far Side Lobe simulation data, considering ideal and non-ideal cases involving partial, gap-filled and inconsistent datasets, and demonstrate the potential of the neural network based dimensionality reduction to accurately model and remove large-scale systematic effects. We also present an application to real Planck-HFI 857 GHz data, which illustrates the relevance of the proposed method to accurately model and capture structured contamination sources, with reported gains of up to one order of magnitude in terms of contamination removal performance. Importantly, the methods developed in this work are to be integrated in a new version of the SRoll algorithm (SRoll3), and we describe here SRoll3 857 GHz detector maps that will be released to the community.
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Submitted 17 December, 2020;
originally announced December 2020.
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All-Weather Deep Outdoor Lighting Estimation
Authors:
Jinsong Zhang,
Kalyan Sunkavalli,
Yannick Hold-Geoffroy,
Sunil Hadap,
Jonathan Eisenmann,
Jean-François Lalonde
Abstract:
…as input an LDR panorama, and regress the parameters of the Lalonde-Matthews outdoor illumination model. This model is trained such that it a) reconstructs the appearance of the sky, and b) renders the appearance of objects lit by this illumination. We use this network to label a large-scale dataset of LDR panoramas wi…
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We present a neural network that predicts HDR outdoor illumination from a single LDR image. At the heart of our work is a method to accurately learn HDR lighting from LDR panoramas under any weather condition. We achieve this by training another CNN (on a combination of synthetic and real images) to take as input an LDR panorama, and regress the parameters of the Lalonde-Matthews outdoor illumination model. This model is trained such that it a) reconstructs the appearance of the sky, and b) renders the appearance of objects lit by this illumination. We use this network to label a large-scale dataset of LDR panoramas with lighting parameters and use them to train our single image outdoor lighting estimation network. We demonstrate, via extensive experiments, that both our panorama and single image networks outperform the state of the art, and unlike prior work, are able to handle weather conditions ranging from fully sunny to overcast skies.
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Submitted 11 June, 2019;
originally announced June 2019.
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High-Dynamic-Range Imaging for Cloud Segmentation
Authors:
Soumyabrata Dev,
Florian M. Savoy,
Yee Hui Lee,
Stefan Winkler
Abstract:
Sky/cloud images obtained from ground-based…
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Sky/cloud images obtained from ground-based sky-cameras are usually captured using a fish-eye lens with a wide field of view. However, the sky exhibits a large dynamic range in terms of luminance, more than a conventional camera can capture. It is thus difficult to capture the details of an entire scene with a regular camera in a single shot. In most cases, the circumsolar region is over-exposed, and the regions near the horizon are under-exposed. This renders cloud segmentation for such images difficult. In this paper, we propose HDRCloudSeg -- an effective method for cloud segmentation using High-Dynamic-Range (HDR) imaging based on multi-exposure fusion. We describe the HDR image generation process and release a new database to the community for benchmarking. Our proposed approach is the first using HDR radiance maps for cloud segmentation and achieves very good results.
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Submitted 2 March, 2018;
originally announced March 2018.
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Interactive Visualization of the Largest Radioastronomy Cubes
Authors:
A. H. Hassan,
C. J. Fluke,
D. G. Barnes
Abstract:
…3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume…
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3D visualization is an important data analysis and knowledge discovery tool, however, interactive visualization of large 3D astronomical datasets poses a challenge for many existing data visualization packages. We present a solution to interactively visualize larger-than-memory 3D astronomical data cubes by utilizing a heterogeneous cluster of CPUs and GPUs. The system partitions the data volume into smaller sub-volumes that are distributed over the rendering workstations. A GPU-based ray casting volume rendering is performed to generate images for each sub-volume, which are composited to generate the whole volume output, and returned to the user. Datasets including the HI Parkes All Sky Survey (HIPASS - 12 GB) southern sky and the Galactic All Sky Survey (GASS - 26 GB) data cubes were used to demonstrate our framework's performance. The framework can render the GASS data cube with a maximum render time < 0.3 second with 1024 x 1024 pixels output resolution using 3 rendering workstations and 8 GPUs. Our framework will scale to visualize larger datasets, even of Terabyte order, if proper hardware infrastructure is available.
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Submitted 31 July, 2010;
originally announced August 2010.