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Nov 9

CrashSplat: 2D to 3D Vehicle Damage Segmentation in Gaussian Splatting

Automatic car damage detection has been a topic of significant interest for the auto insurance industry as it promises faster, accurate, and cost-effective damage assessments. However, few works have gone beyond 2D image analysis to leverage 3D reconstruction methods, which have the potential to provide a more comprehensive and geometrically accurate representation of the damage. Moreover, recent methods employing 3D representations for novel view synthesis, particularly 3D Gaussian Splatting (3D-GS), have demonstrated the ability to generate accurate and coherent 3D reconstructions from a limited number of views. In this work we introduce an automatic car damage detection pipeline that performs 3D damage segmentation by up-lifting 2D masks. Additionally, we propose a simple yet effective learning-free approach for single-view 3D-GS segmentation. Specifically, Gaussians are projected onto the image plane using camera parameters obtained via Structure from Motion (SfM). They are then filtered through an algorithm that utilizes Z-buffering along with a normal distribution model of depth and opacities. Through experiments we found that this method is particularly effective for challenging scenarios like car damage detection, where target objects (e.g., scratches, small dents) may only be clearly visible in a single view, making multi-view consistency approaches impractical or impossible. The code is publicly available at: https://github.com/DragosChileban/CrashSplat.

  • 3 authors
·
Sep 27, 2025

Bridging 3D Gaussian and Mesh for Freeview Video Rendering

This is only a preview version of GauMesh. Recently, primitive-based rendering has been proven to achieve convincing results in solving the problem of modeling and rendering the 3D dynamic scene from 2D images. Despite this, in the context of novel view synthesis, each type of primitive has its inherent defects in terms of representation ability. It is difficult to exploit the mesh to depict the fuzzy geometry. Meanwhile, the point-based splatting (e.g. the 3D Gaussian Splatting) method usually produces artifacts or blurry pixels in the area with smooth geometry and sharp textures. As a result, it is difficult, even not impossible, to represent the complex and dynamic scene with a single type of primitive. To this end, we propose a novel approach, GauMesh, to bridge the 3D Gaussian and Mesh for modeling and rendering the dynamic scenes. Given a sequence of tracked mesh as initialization, our goal is to simultaneously optimize the mesh geometry, color texture, opacity maps, a set of 3D Gaussians, and the deformation field. At a specific time, we perform alpha-blending on the RGB and opacity values based on the merged and re-ordered z-buffers from mesh and 3D Gaussian rasterizations. This produces the final rendering, which is supervised by the ground-truth image. Experiments demonstrate that our approach adapts the appropriate type of primitives to represent the different parts of the dynamic scene and outperforms all the baseline methods in both quantitative and qualitative comparisons without losing render speed.

  • 9 authors
·
Mar 18, 2024

Stability of Quantum LDPC States under Local Pauli Noise

Quantum low-density parity-check (qLDPC) codes have a canonical mixed state---the normalized projector onto the code space---that lies at the intersection of quantum error correction and quantum many-body physics, yet the stability of its information-theoretic structure under local noise remains poorly understood. Recent progress on mixed-state phases of matter has identified the spatial decay of conditional mutual information (CMI) I(A:C|B) as a key diagnostic of such stability, analogous to the role of the spectral gap for quantum ground states. We prove that, for the normalized code-projector state of a Z_d qLDPC stabilizer code under local Pauli noise, the CMI across a buffer B separating A from C decays exponentially with the width of B in two complementary noise regimes independent of system size. At weak noise, this holds for full-system tripartitions, where correlations between the two sides require an error cluster to cross the buffer, an exponentially unlikely event. At strong noise, exponential decay holds whenever the buffer supports no logical operator, since correlations can persist only along rare chains of buffer qudits that remain informative. Under an additional space-uniformity assumption, we establish the robustness of Levin--Wen topological entropy. On finite-dimensional lattices of size n, the weak-noise bound further implies a constant-layer quasi-local Petz recovery channel of range O(poly(log n)/varepsilon) that recovers the noiseless state within trace-distance error varepsilon. Both CMI bounds apply to general qLDPC interaction graphs, including geometries where such constant-depth quasi-local recovery need not exist. Thus, the exponential decay of the noise-induced CMI provides a general criterion for mixed-state phase stability.

  • 4 authors
·
Oct 14