MooMINS uses a GS-based approach. For higher 3D reconstruction quality, we use a 2D GS [6] backbone, specifically Spherical Voronoi (SV) [4], which seperates illumination from geometry. The input for MooMIns consists merely of a single calibrated multi-instance image. Then, in a zero-shot manner, we output the 6D object poses of all instances, the instance segmentation masks, and a 3D reconstruction of the canonical object via iterative optimization of our modified GS pipeline. Our modified GS pipeline is initialized from SfM extrinsics and SAM3 instance segmentation masks.
As GS is designed for rendering a single scene from multiple cameras, but MooMIns only inputs a single image and should render multiple object instances, we invert the formulation. This approach has several advantages:
- The global lighting is consistent throughout the scene, such that inter- and intra object reflections are better modeled.
- Multiple or all instances can be rendered at the same time, which implicitly introduces multi-view constraints for a consistent geometry estimation.
- In each iteration of our modified GS pipeline, we can use the entire image with all the information of all object instances, which in the end leads to a smooth convergence, whereas conventional GS considers a different image at each iteration containing only a subset of the scene information, which usually leads to an unstable convergence with strong fluctuations.
Comparison of scene composition between standard GS (left) and our modified GS pipeline (right). Instead of rendering a single scene from a different camera each iteration, we render multiple object instances, which all share the same geometry and render them from the same camera each iteration.
Geometry updates are performed on the canonical object, which is then transformed to the individual object instance poses by using the optimizable 6D object poses.