Autonomous robots performing laboratory tasks depend on 3D reconstruction pipelines that can turn raw camera streams into actionable object representations within the latency budget of a physical control loop. Neural 3D reconstruction methods have demonstrated high-quality view synthesis, but their real-time viability across the compute platforms on which laboratory robots actually run remains poorly characterized. In this work, we present a systematic compute-platform benchmark of neural 3D reconstruction methods, evaluating NeRF and 3D Gaussian Splatting training and rendering on GPU-enabled computing devices ranging from single-board computers to server-class nodes, and place Meta's SAM3D single-image reconstruction on the same axes to quantify its latency and fidelity gap relative to per-scene optimization. Our results show that Gaussian Splatting yields higher rendering quality than NeRF at greater GPU cost, and that onboard compute is insufficient for full per-scene optimization at interactive rates. Our preliminary assessment on SAM3D indicates that it delivers plausible object geometry within seconds, but with detail mismatches that can compromise downstream manipulation. Together, these findings motivate tiered pipelines in which lightweight feed-forward reconstruction sustains the real-time perception-and-tracking loop for laboratory robots, while heavier neural reconstruction is scheduled selectively on suitable compute.
Recent advances in neural rendering have introduced numerous 3D scene representations. Although standard computer vision metrics evaluate the visual quality of generated images, they often overlook the fidelity of surface geometry. This limitation is particularly critical in robotics, where accurate geometry is essential for tasks such as grasping and object manipulation. In this paper, we present an evaluation pipeline for neural rendering methods that focuses on geometric accuracy, along with a benchmark comprising 19 diverse scenes. Our approach enables a systematic assessment of reconstruction methods in terms of surface and shape fidelity, complementing traditional visual metrics.
This paper introduces a fast method for high-quality 3D Gaussian Splatting (3DGS) reconstruction without traditional Structure-from-Motion (SfM). The proposed approach leverages 3D Foundation Models (3DFMs) for camera pose and point-cloud initialization, then jointly optimizes both camera poses and Gaussian primitives using a depth-guided loss function. This enables fast convergence even from rough initialization with as few as 50-60 input views. To further improve reconstruction quality in sparse-view scenarios, an MLP-based pose refinement module is introduced alongside depth-guided supervision from the foundation model. Extensive experiments on Mip-NeRF 360, Tanks and Temples, and RobustNeRF demonstrate that the proposed method achieves competitive reconstruction quality (23.61 dB PSNR, 0.19 LPIPS) while reducing training time to approximately three minutes per scene. The proposed method produces ready-to-use 3DGS models at a fraction of the time required by existing pipelines, making it suitable for near real-time applications in robotics, VR, and autonomous navigation.
Anurag Dalal, Daniel Hagen, Kjell G. Robbersmyr +1
Dep. of Eng. Sciences University of Agder Grimstad, Norway · Top Research Centre Mechatronics University of Agder Grimstad, Norway
3D simulation platforms are critical for autonomous driving because they enable end-to-end policy evaluation, thereby reducing development costs and improving safety. In recent years, neural simulation has become predominant, with methods such as NuRec playing a central role; however, these methods remain relatively slow and typically require per-scene tuning. In this work, we present Instant NuRec, a feed-forward neural reconstruction model that turns a short multi-view driving log into a fully simulatable 3D Gaussian Splatting (3DGS) world in a single forward pass. The model accepts multi-view input from a calibrated camera rig and emits a layered output consisting of static and dynamic 3DGS layers, a sky cubemap, and per-camera ISP corrections, while providing native support for non-pinhole camera models via 3DGUT. It reconstructs a 10-20-second multi-camera scene in roughly 1.5 seconds and achieves a PSNR on the Waymo Open Dataset that is 2.01 dB above the strongest evaluated baseline. Instant NuRec is deeply integrated into NuRec and is compatible with AlpaSim for closed-loop simulation.