We reconstruct high-fidelity 3D scene meshes from posed multi-view images without per-scene optimization, across scales ranging from single objects to large outdoor scenes. Per-scene optimization methods lack the learned 3D prior needed when observations are sparse or surfaces are glossy or transparent. Existing generative methods leverage such priors to complete geometry in sparsely observed regions, but typically operate at a fixed resolution over a limited spatial extent, trading spatial coverage against detail. Reconstructing a large scene therefore often requires partitioning it into independently processed overlapping local regions, making it difficult to maintain global geometric consistency. To address these issues, we propose T3lescope, which applies a single fixed-resolution generator across scene scales in an inference-time coarse-to-fine cascade. A coarse level establishes the scene layout, and finer levels perturb and denoise geometry inherited from the coarser level within progressively finer spatial cells to recover surface detail. The model is trained on individual cells at multiple scales and shares its weights across all levels, so no hierarchy is fixed during training, and the number of levels, cell scales, and cell locations are determined at inference time. On indoor, outdoor, and city-scale scenes, T3lescope outperforms feed-forward and generative baselines, matches or surpasses per-scene optimization, and recovers fine structures as well as glossy and transparent surfaces. These results show that our method generalizes across diverse scenes, view counts, and image resolutions. Project page: https://pfnet-research.github.io/t3lescope/
Figures & tables
Figure 1: High-fidelity mesh reconstruction without per-scene optimization. Our method takes multi-view images as input and directly outputs a high-resolution mesh with mesh flow models. We adopt a coarse-to-fine cascade: the entire scene is generated at a coarse resolution first, and regions of interest are then upscaled. The cascade layout and the mesh resolution are chosen at inference time. Colors mark the cascade level each surface was generated at.
Figure 2: Method overview. L n denotes level n . (a) DA3 points place the L0 cells and select their views. Each finer level halves the cell size and refines the mesh of the level above. (b) Each image is encoded once as a tile pyramid, and from each view a cell takes the tiles at the pyramid level that matches its voxel spacing. (c) All cells at all levels share the SS and mesh generators, which attend to these tiles. At finer levels, the SS stage starts from the noised parent (SDEdit).
Figure 3: Qualitative results. (a) ScanNet++ 7b6477cb95 and (b) Tanks and Temples truck . (c) Real-world captures (ours): mesh, one input view, and a close-up of the boxed region.
32 Views
256 Views
2D
3D
2D
3D
Method
MAE ↓
AbsRel ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
MAE ↓
AbsRel ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
w/ per-scene optimization
2DGS
0.1426
0.1141
38.376
0.9058
0.0723
0.4837
0.7181
0.0929
0.0846
32.208
0.9747
0.0513
0.5345
0.8006
MILo
0.2523
0.1780
42.156
0.9848
0.1127
0.4241
0.6910
0.1406
0.1226
33.612
0.9998
0.0817
0.5508
0.7985
GaussianWrapping
0.3467
0.2762
35.974
0.9648
0.2830
0.4413
0.7505
0.3197
0.3071
30.118
0.9761
0.2136
0.6075
0.8113
Table 1: Quantitative comparison on ScanNet++. Mean over the 25 largest scenes. 2D metrics compare depth and normals rendered at held-out views, and 3D metrics compare the mesh surfaces visible from those views. L0 to L2 are our cascade levels. The top three results are highlighted.
Small, 16 Views
Small, 256 Views
Large, 16 Views
Large, 256 Views
Method
F@ τ↑
CD /τ↓
F@ τ↑
CD /τ↓
F@ τ↑
CD /τ↓
F@ τ↑
CD /τ↓
w/ per-scene optimization
2DGS
0.355
9.42
0.448
9.64
0.101
44.95
0.233
28.08
MILo
0.346
14.79
0.527
11.63
0.053
54.04
0.268
51.29
GaussianWrapping
0.345
8.80
0.650
5.54
0.094
37.61
0.370
42.51
w/o per-scene optimization
Table 2: Quantitative comparison on Tanks and Temples and the city-block dataset. (a) Mean over the three small (Caterpillar, Ignatius, Truck) and three large (Barn, Courthouse, Meetingroom) scenes with 2K input images. F@ τ and CD /τ use the per-scene threshold τ . (b) Mean over three blocks, evaluated against the BIM ground truth. L x denotes level x , with its cell size in parentheses. The top three results are highlighted.
Figure 4: Qualitative comparison on the city-block dataset. (a) Three of the 256 input views. (b) Each method’s reconstruction, with zoomed crops of ours and the ground truth to compare detail.
Figure 5: Effect of parent initialization. Every finer cascade level starts from a latent noised to ts , where ts=1 generates from pure noise. (a) Mean over the 25 largest ScanNet++ scenes, with the best results in bold. (b) One block of the city-block dataset.
Figure 6: Effect of image conditioning. The baseline uses the GenRecon-style conditioner, our voxel-queried attention replaces it, and the ConvNeXt branch is then added, all at the finest cascade level. (a) Mean over the 25 largest ScanNet++ scenes, with the best results in bold. (b) A multi-view capture of people.
Appendix figures & tables27 assets
Supplementary material from the paper’s appendix.
Appendix
Small (25)
Large (25)
All (50)
Depth
Normal
Coverage
Depth
Normal
Coverage
Depth
Normal
Coverage
Method
MAE ↓
RMSE ↓
AbsRel ↓
SqRel ↓
Ang ↓
Comp ↑
MAE ↓
RMSE ↓
AbsRel ↓
SqRel ↓
Ang ↓
Comp ↑
MAE ↓
RMSE ↓
AbsRel ↓
SqRel ↓
Ang ↓
Comp ↑
32 Views
2DGS
0.1261
0.2493
0.1329
0.0591
40.149
0.9542
0.1426
0.3412
0.1141
0.0799
38.376
0.9058
0.1344
0.2953
0.1235
0.0695
39.262
0.9300
MILo
0.1748
0.3699
0.1855
0.1530
44.731
0.9913
0.2523
0.6171
0.1780
0.2623
42.156
0.9848
0.2136
0.4935
0.1817
0.2077
43.444
0.9881
GaussianWrapping
0.4688
1.4378
0.6228
6.9407
40.150
0.9365
0.3467
1.3934
0.2762
2.8323
35.974
0.9648
0.4077
1.4156
0.4495
4.8865
38.062
0.9507
Appendix
Table 3: Quantitative comparison on ScanNet++ (2D metrics). Mean over the 25 smallest, the 25 largest, and all 50 scenes. Depth and normals are rendered from the meshes at held-out views. The top three results are highlighted.
Small (25)
Large (25)
All (50)
Whole mesh
Virtual scan
Whole mesh
Virtual scan
Whole mesh
Virtual scan
Method
CD ↓
F@10 ↑
NC ↑
CD ↓
F@2 ↑
F@10 ↑
NC ↑
CD ↓
F@10 ↑
NC ↑
CD ↓
F@2 ↑
F@10 ↑
NC ↑
CD ↓
F@10 ↑
NC ↑
CD ↓
F@2 ↑
F@10 ↑
NC ↑
32 Views
2DGS
0.0682
0.7878
0.6587
0.0741
0.4453
0.7698
0.7065
0.1017
0.7748
0.6399
0.0723
0.4837
0.8070
0.7181
0.0850
0.7813
0.6493
0.0732
0.4645
0.7884
0.7123
MILo
0.0605
0.8043
0.6696
0.1013
0.4264
0.7381
0.6779
0.0910
0.7708
0.6532
0.1127
0.4241
0.7382
0.6910
0.0757
0.7876
0.6614
0.1070
0.4252
0.7382
0.6845
GaussianWrapping
0.0633
0.8085
0.6728
0.4135
0.4433
0.7501
0.6723
0.0766
0.7909
0.6963
0.2830
0.4413
0.8073
0.7505
0.0699
0.7997
0.6846
0.3483
0.4423
0.7787
0.7114
Appendix
Table 4: Quantitative comparison on ScanNet++ (3D metrics). Mean over the 25 smallest, the 25 largest, and all 50 scenes. We report the whole-mesh protocol of GenRecon ( Schmid et al., 2026 ) and the virtual-scan protocol of GaussianWrapping ( Gomez et al., 2026 ) . The top three results are highlighted.
Figure 7: Qualitative comparison on ScanNet++ with 32 input views. All meshes are rendered from a held-out view of each scene.
Figure 8: Qualitative comparison on ScanNet++ with 32 input views. All meshes are rendered from a held-out view of each scene.
Figure 9: Qualitative comparison on ScanNet++ with 256 input views. All meshes are rendered from a held-out view of each scene.
Figure 10: Qualitative comparison on ScanNet++ with 256 input views. All meshes are rendered from a held-out view of each scene.
Figure 11: Qualitative comparison with GenRecon on ScanNet++ in the 256-view setting. Both meshes are rendered from the same held-out viewpoint, with close-ups of the boxed regions below.
Barn
Caterpillar
Courthouse
Ignatius
Meetingroom
Truck
Method
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
16 Views
2DGS
0.1680
0.4530
0.2467
0.0667
0.0773
1.1360
0.3975
0.0260
0.0566
0.4412
0.4213
0.0314
MILo
0.0622
0.5128
0.1522
0.1275
0.0235
2.3359
0.5351
0.0210
0.0740
0.1741
0.3510
0.0594
GaussianWrapping
0.1520
0.1269
0.2098
0.0777
0.0457
2.0951
0.5061
0.0081
0.0840
0.1635
0.3192
0.0409
DA3
0.1123
0.2928
0.1088
0.0876
0.0418
1.3350
0.1417
0.0349
0.1878
0.2334
0.1926
0.0414
Appendix
Table 5: Per-scene quantitative comparison on Tanks and Temples. F@ τ uses the official per-scene threshold τ , and CD is in meters. Rows marked 4K use the 4K input images instead of the 2K ones. The top three results are highlighted.
Figure 12: Qualitative comparison on Tanks and Temples with 16 input views. All meshes of a scene are rendered from the same viewpoint.
Figure 13: Qualitative comparison on Tanks and Temples with 16 input views. All meshes of a scene are rendered from the same viewpoint.
Figure 14: Qualitative comparison on Tanks and Temples with 256 input views. All meshes of a scene are rendered from the same viewpoint.
Figure 15: Qualitative comparison on Tanks and Temples with 256 input views. All meshes of a scene are rendered from the same viewpoint.
Figure 16: Qualitative comparison with GaussianWrapping on Tanks and Temples with 256 input views. Both meshes are rendered from the same viewpoint, with close-ups of the boxed regions below.
Scene 025
Scene 033
Scene 034
Mean
Method
CD ↓
F@10 ↑
NC ↑
CD ↓
F@10 ↑
NC ↑
CD ↓
F@10 ↑
NC ↑
CD ↓
F@10 ↑
NC ↑
w/ per-scene optimization
2DGS
4.701
0.101
0.231
5.011
0.088
0.157
4.863
0.039
0.134
4.858
0.076
0.174
CityGaussianV2
6.278
0.119
0.216
4.262
0.123
0.217
4.926
0.094
0.252
5.155
0.112
0.228
w/o per-scene optimization
DA3
4.514
0.014
0.039
4.754
0.010
0.027
6.285
0.022
0.079
5.184
0.015
0.048
Appendix
Table 6: Per-block quantitative comparison on the city-block dataset. All methods use 256 input views. The cell size of each level of our method is shown in parentheses. CD is in meters. The top three results are highlighted.
Figure 17: Qualitative comparison with GaussianWrapping on real-world captures. Both meshes are rendered from the same viewpoint, with close-ups of the boxed regions below.
Figure 18: Failure cases with distant objects. Input images containing distant objects, and our meshes from 256 input views at 4K, rendered from the same cameras and from the top. The distant objects are not reconstructed well.
Figure 19: Examples of our procedural scene generation. The first two images show a synthetic multi-room house, and the last two show procedural grass scenes.
Small (25)
Large (25)
2D
3D virtual scan
2D
3D virtual scan
ts
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
32 Views
0.8
0.0324
15.31
0.9990
0.0190
0.6718
0.9296
0.0565
16.33
0.9962
0.0212
0.7155
0.9247
0.9
0.0715
16.97
0.9909
0.0394
0.6730
0.8945
0.1450
19.16
0.9773
0.0621
0.6779
0.8580
1.0
0.0998
18.31
0.9823
0.0548
0.7255
0.8646
0.2170
22.15
0.9535
0.1051
0.6306
0.7881
Appendix
Table 7: Effect of parent initialization on ScanNet++. Every finer cascade level starts from a latent noised to ts , where ts=1 generates from pure noise. Mean over the 25 smallest and the 25 largest scenes, with the best results in bold.
Barn
Caterpillar
Courthouse
Ignatius
Meetingroom
Truck
Mean
ts
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD /τ↓
0.8
0.2080
0.0895
0.1949
0.0637
0.1159
0.5905
0.4704
0.0055
0.3084
0.0476
0.3563
0.0311
0.2756
9.6855
0.9
0.2336
0.0831
0.1960
0.0575
0.1169
0.6717
0.4436
0.0058
0.3071
0.0884
0.3850
0.0304
0.2804
10.5876
1.0
0.2304
0.1030
0.2057
0.0555
0.1084
0.6974
0.4584
0.0084
0.2654
0.1313
0.4300
0.0343
0.2830
12.0138
Appendix
Table 8: Effect of parent initialization on Tanks and Temples with 16 input views. Every finer cascade level starts from a latent noised to ts , where ts=1 generates from pure noise. Inputs are the 4K images. F@ τ and CD /τ use the official per-scene threshold τ , and CD is in meters. The best results are in bold and the second best underlined.
Figure 20: Effect of parent initialization on Tanks and Temples. Meshes at the finest cascade level from 16 input views at 4K, rendered from the same viewpoint per scene.
Barn
Caterpillar
Courthouse
Ignatius
Meetingroom
Truck
Mean
Conditioning
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD /τ↓
L0
Baseline
0.1781
0.0691
0.1124
0.0839
0.0836
0.4428
0.2092
0.0113
0.3383
0.0360
0.2472
0.0344
0.1948
9.2747
Voxel attn.
0.1704
0.0645
0.1223
0.0814
0.0875
0.3684
0.2381
0.0100
0.3531
0.0359
0.2482
0.0347
0.2033
8.5584
+ ConvNeXt
0.1463
0.0787
0.1328
0.0805
0.0965
0.3619
0.3223
0.0073
0.3561
0.0349
0.2955
0.0317
0.2249
8.4522
L1
Appendix
Table 9: Effect of image conditioning on Tanks and Temples with 32 input views. The baseline uses the GenRecon-style conditioner, our voxel-queried attention replaces it, and the ConvNeXt branch is then added. Inputs are the 4K images. F@ τ and CD /τ use the official per-scene threshold τ , and CD is in meters. The best results are in bold and the second best underlined.
Figure 21: Effect of image conditioning on Tanks and Temples. Meshes at the finest cascade level from the 4K images, all rendered from the same viewpoint per scene. The baseline uses the GenRecon-style conditioner, our voxel-queried attention replaces it, and the ConvNeXt branch is then added.
Small (25)
Large (25)
All (50)
2D
3D virtual scan
2D
3D virtual scan
2D
3D virtual scan
Tile level
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
L0
Coarse
0.0456
18.85
0.9984
0.0241
0.5633
0.9073
0.0718
19.14
0.9986
0.0231
0.6349
0.9097
0.0587
19.00
0.9985
0.0236
0.5991
0.9085
Adaptive (ours)
0.0438
18.74
0.9986
0.0230
0.5816
0.9110
0.0714
19.21
0.9984
0.0235
0.6336
0.9090
0.0576
18.98
0.9985
0.0233
0.6076
0.9100
Fine
0.0578
20.01
0.9967
0.0313
0.4919
0.8894
0.0892
19.89
0.9977
0.0275
0.5849
0.8966
0.0735
19.95
0.9972
0.0294
0.5384
0.8930
Appendix
Table 10: Effect of tile pyramid level selection on ScanNet++ with 32 input views. Coarse fixes every cell to the coarsest pyramid level whose image height is at least 512 pixels, and Fine to the full-resolution level; ours matches the level to the cell’s voxel spacing. Mean over the 25 smallest, the 25 largest, and all 50 scenes, with the best results in bold.
Barn
Caterpillar
Courthouse
Ignatius
Meetingroom
Truck
Mean
Tile level
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD ↓
F@ τ↑
CD /τ↓
L0
Coarse
0.1554
0.0740
0.1273
0.0730
0.0908
1.0964
0.2996
0.0086
0.3052
0.0365
0.3289
0.0296
0.2178
13.0521
Adaptive (ours)
0.1463
0.0787
0.1328
0.0805
0.0965
0.3619
0.3223
0.0073
0.3561
0.0349
0.2955
0.0317
0.2249
8.4522
Fine
0.1675
0.0619
0.1176
0.0648
0.0921
0.7501
0.2672
0.0091
0.3274
0.0390
0.2671
0.0348
0.2065
10.5084
L1
Appendix
Table 11: Effect of tile pyramid level selection on Tanks and Temples with 32 input views. Coarse fixes every cell to the coarsest pyramid level whose image height is at least 512 pixels, and Fine to the full-resolution level; ours matches the level to the cell’s voxel spacing. Inputs are the 4K images. F@ τ and CD /τ use the official per-scene threshold τ , and CD is in meters. The best results are in bold.
Small (25)
Large (25)
All (50)
2D
3D virtual scan
2D
3D virtual scan
2D
3D virtual scan
Window
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
MAE ↓
Ang ↓
Comp ↑
CD ↓
F@2 ↑
NC ↑
32 Views, L0
w=6
0.0437
18.65
0.9985
0.0230
0.5845
0.9111
0.0723
19.27
0.9984
0.0238
0.6316
0.9090
0.0580
18.96
0.9984
0.0234
0.6080
0.9100
w=2 (ours)
0.0438
18.74
0.9986
0.0230
0.5816
0.9110
0.0714
19.21
0.9984
0.0235
0.6336
0.9090
0.0576
18.98
0.9985
0.0233
0.6076
0.9100
32 Views, L1
Appendix
Table 12: Effect of the attention window size w on ScanNet++. Each voxel attends to the w×w DINO tokens around its projection in every view. Mean over the 25 smallest, the 25 largest, and all 50 scenes, with the best results in bold.
Figure 22: Effect of the synthetic training data. Meshes at the finest cascade level with 32 input views, from the model trained with our synthetic multi-room houses and grass scenes (Full) and from one trained on SAGE-10K and 3D-FRONT alone (w/o house & grass). Without the synthetic data, walls of the multi-room ScanNet++ scene disappear, and the grass around the loader becomes a flat surface.
Count
Time (s)
Memory (GiB)
View sel.
Parent
Level
#Cells
#Tiles
+ tiles
transfer
SS
Shape
Decode
Total
Peak
L0 (4 m)
31
329
23
–
38
48
2.4
112
36
L1 (2 m)
470
473
26
21
466
394
7.6
914
57
L2 (1 m)
2,490
591
27
60
2,428
1,740
29
4,285
79
Total
76
82
2,932
2,181
39
5,310 (89 min)
79
Appendix
Table 13: Inference time per cascade level on ScanNet++. Wall-clock seconds on one NVIDIA H200 GPU with 32 input views, averaged over the 5 large scenes. View sel. + tiles includes DA3 depth, per-cell view selection, tile cropping and tile feature encoding (DINOv3 and ConvNeXt); parent transfer decodes the parent level to initialize the child SS. Model loading is excluded. Peak is the peak allocated GPU memory.
We introduce a new approach to high-fidelity 3D scene reconstruction from multi-view RGB images that tightly couples reconstruction with a strong generative 3D prior. We cast scene reconstruction as conditional 3D generation over a set of spatially-localized, overlapping chunks that together tile the scene, scaling generation to large scene extents. Crucially, we inherit the fidelity and completeness of state-of-the-art generative shape models -- we use Trellis.2 as an example -- which we generalize to the scene level. To this end, we propose a projection-based conditioning mechanism that lifts posed multi-view image features into a coherent 3D representation aligned with the generative model, independent of view ordering and spatially anchored to the scene, yielding high-fidelity, multi-view consistent generated geometry. This enables lifting the strong object-level prior of Trellis.2 to multi-view, scene-scale generation, producing faithful, editable PBR mesh reconstructions of indoor environments. As a result, we obtain high-fidelity results that outperform cutting-edge reconstruction methods by 16%.
Katharina Schmid, Nicolas von Lützow, Jozef Hladký +2
Technical University of Munich · Computing Systems Lab, Huawei Technologies, Switzerland
Reconstructing complete, high-quality meshes of large-scale scenes from unposed multi-view images requires faithful geometric grounding while plausibly completing surfaces that are unobserved or only sparsely captured. We present WorldRecon, a generative multi-view reconstruction framework for recovering complete, large-scale 3D scene meshes from unposed RGB images. WorldRecon uses a coarse, noisy global point cloud and camera poses estimated from the input images by a reconstruction model as a global scaffold for whole-scene generation and partitions it into overlapping spatial blocks. To robustly leverage these imperfect geometric priors, we equip the native 3D generative model TRELLIS.2 with a dedicated reconstruction-based conditioning architecture that generates each block from its local point-cloud crop and block-relevant image observations, producing sparse structure, detailed geometry, and PBR materials. To maintain scene-level coherence, we introduce neighbour-aware latent inpainting and a causal world-generation procedure that propagates structural, geometric, and material context across overlapping blocks. Together, these designs scale multi-view generative reconstruction to large-scale scenes, yielding coherent, unified meshes. Extensive experiments demonstrate that WorldRecon achieves state-of-the-art reconstruction performance, reducing Chamfer distance by 14.9% and 43.1% while improving F-score by 17.3% and 12.0% over the strongest baselines on synthetic and real-world indoor scenes, respectively, thereby demonstrating faithful and complete generative reconstruction as well as strong sim-to-real generalization. Project page: https://kszpxxzmc.github.io/WorldRecon-website/.
Mengchen Zhang, Yang Li, Chunshi Wang +2
Zhejiang University · Tencent Hunyuan · Fudan University
Single-image 3D scene reconstruction must complete partially observed objects and place them coherently in a shared observation-aligned scene frame. Object-level generative priors offer strong completion ability, but their centered, scale-normalized outputs are typically expressed in an object frame, creating a fundamental representation gap between object generation and scene reconstruction. We introduce SceneReGen, a generative reconstruction framework that reinterprets scene reconstruction as the generation and assembly of complete object assets in a shared observation-aligned scene frame. SceneReGen addresses the generation-reconstruction gap through selective pose factorization: each object's observed orientation is encoded directly in the generated mesh, while translation and scale are estimated from instance-level and global scene evidence. Given a scene image and instance masks, a geometry encoder extracts dense cues; learnable shape queries condition a pretrained DiT-based 3D generator to produce complete meshes in their observed orientations, while position queries fuse object and scene features to assemble them in the shared frame. On the 3D-FUTURE evaluation subset, SceneReGen achieves the best scene-level CD, scene-level F-Score, and 3D bounding-box IoU among the evaluated methods, ties the best object-level CD, and ranks second in object-level F-Score. Qualitative outputs in autonomous-driving and embodied-AI scenes further illustrate the potential of asset-centric reconstruction beyond indoor furniture.