Organizations: Schindler Lab EPFL, Schindler AG, EPFL Innovation Park, Lausanne, 1015, Vaud, Switzerland. · Chair of Numerical Modelling and Simulation, ´Ecole polytechnique f´ed´erale de Lausanne, Station 8, Lausanne, 1015, Vaud, Switzerland. · Intelligent Maintenance and Operating Systems Lab, ´Ecole polytechnique f´ed´erale de Lausanne, Station 18, Lausanne, 1015, Vaud, Switzerland.
Abstract
Image-based reconstruction aims to recover three-dimensional geometry from images. Recent advances have enabled the recovery of visually detailed models, yet their representations are not well-suited for numerical simulation. Simulation frameworks typically require explicit, watertight, and smooth geometries to ensure numerical robustness and accuracy, properties that surfaces extracted from image-based reconstructions lack. We propose FORGE-SIM, a method to directly reconstruct a multi-patch B-spline boundary representation from sparse posed RGB images without manual intervention. By optimizing the spline representation itself, our approach produces compact, smooth, and watertight geometries that are natively compatible with both Computer Aided Design and simulation workflows. Additionally, we introduce a strategy to project observation-derived fields, such as a thermal state and semantic information, onto the reconstructed models in the same spline basis, enabling immediate use in simulation. We demonstrate that the obtained models are of sufficiently high quality to enable thermal simulation and modal analysis. By unifying image-based reconstruction and simulation-ready modeling within a single optimization framework, this work removes a long-standing barrier between computer vision and numerical analysis. We anticipate that it will enable new workflows for simulation-driven design, inspection, and digital twin applications.
Sparse-view 3D reconstruction is increasingly addressed with feed-forward splatting networks that predict explicit primitives directly from images. Yet most existing methods remain centered on Gaussian primitives and expose surfaces only indirectly: extracting a usable mesh for downstream simulation, physics reasoning, or embodied interaction still requires expensive post-hoc steps that break the feed-forward promise. This limitation is especially pronounced in pose-free settings, where scene structure and camera parameters must be estimated jointly from sparse observations. We present TriSplat, a feed-forward reconstruction network that represents scenes with oriented triangle primitives and directly exports simulation-ready mesh scenes from a single forward pass. Given input images, the network predicts local 3D point maps, triangle attributes, camera poses, and optional intrinsics. Rather than regressing triangle orientation as an unconstrained latent variable, our approach constructs geometry normals from the predicted point maps, refines them with an image-conditioned normal head, and converts them into stable local frames for triangle parameterization. A mono-normal bootstrap schedule further stabilizes early training, while opacity and blur scheduling progressively sharpens the learned surface representation for direct mesh extraction. Experiments on RealEstate10K and DL3DV show that this representation produces more geometry-faithful reconstructions than Gaussian feed-forward baselines while maintaining competitive novel-view rendering quality. Because the rendering primitives are themselves surface triangles, the output can be directly ingested by physics engines, collision detectors, and standard rendering pipelines without any conversion, making it a practical simulation-ready solution for feed-forward 3D scene reconstruction.
This work addresses the problem of recovering complete, simulatable object geometry from reconstructed real-world scenes, enabling physics-based interaction with objects embedded in the scene. While modern multi-view reconstruction methods can produce visually accurate environments, objects are often incomplete due to occlusions and limited observations, making them unsuitable for physics simulation. To address this limitation, we propose SAM3D-Phys, a framework that integrates scene reconstruction with generative 3D priors of SAM3D to recover physically simulatable objects. Our approach first reconstructs the scene from multi-view images to obtain scene geometry and partial observations of objects. We then leverage SAM3D to infer complete object geometry from these partial observations. To ensure that the recovered objects remain consistent with the reconstructed scene, we restore scene-consistent object states through two complementary strategies: a physics-constrained spatial optimization algorithm that iteratively aligns the recovered object to its original location, and a mask-guided appearance distillation module that refines texture fidelity based on the observed images. By recovering complete object geometry and restoring its pose and appearance within the scene, SAM3D-Phys produces clean object representations suitable for physics-based simulation, enabling simultaneous and physically consistent interactive simulation of multiple objects within a reconstructed scene. Project page: https://chnxindong.github.io/sam3d-phys/
Splatting-based algorithms reconstruct photorealistic, real-time-renderable, and mesh-exportable 3D scenes from regular images, but they represent a scene as a single monolithic field. Therefore, the reconstruction has no object-level structure, leaving it infeasible for downstream editing or interaction. Moreover, regions that are never directly observed in the input scans are contaminated by the surrounding texture and left uncorrected, capping both mesh fidelity and novel-view synthesis. We propose a decompose-before-reconstruct approach: we segment the instances out of every frame, consider the remaining as background and inpaint it, reconstruct each instance and the background independently with mesh splatting, and compose them into a single scene. Our method significantly improves mesh fidelity (over a 5% gain in F-score) and novel-view synthesis, while supporting object-wise modifiability and interactivity. The code will be made publicly available.
Minhas Kamal, Hiranya Garbha Kumar, Mahedi Kamal +1