3D Object Understanding

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Period ending 2026-09-21

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722 papers

Latest in 3D Object Understanding

Sep 1, 2026cs.CV

VOIM: Training-Free Open-Vocabulary 3D Instance Mapping for RGB-D and Monocular SLAM

We present Voxel-Grounded Online Instance Manager (VOIM), a training-free voxel-grounded instance manager that builds open-vocabulary 3D instance maps from RGB-D or from monocular RGB alone, a regime no prior training-free system addresses. Online systems typically segment object instances and label them at first detection, committing when evidence is weakest. VOIM instead defers label and instance decisions until soft evidence from unmodified, off-the-shelf perception has accumulated per voxel across views. We show that the mapping stage, rather than the particular perception models, carries the result: across four perception configurations on ScanNet++, varying the region descriptor, the detector label prior and the mask source, the map exceeds the strongest online RGB-D system, OVO-SLAM, by between 4.8 and 11.7 mIoU. Perception is not neutral, and substituting that baseline's own descriptor family costs 4.1 of the margin, yet the baseline carries the marginally better 2D descriptor (33.7 vs. 31.5 mIoU over three scenes) and still realizes the weaker map. Under a like-for-like protocol VOIM reaches 44.07 mIoU on ScanNet++ against 32.37, winning all ten scenes and both aggregations (pooled 33.31 vs. 25.97), and the same system runs unchanged to fully monocular RGB, matching that baseline pooled on Replica (27.80 vs. 27.50). The advantage is regime-specific: under Replica's all-classes scoring, matched inputs give a split result, 28.60 vs. 27.50 pooled against 24.59 vs. 30.11 on the per-scene mean. Room scale is label-limited and building scale drift-limited. Labeling does not run in real time, dominated by per-class detection over the full vocabulary. The maps export occupancy grids and resolve free-form queries to object instances.
Sangmin Song, Sarath Kodagoda, Marc G. Carmichael +4
Sep 1, 2026cs.CV

Feed-Forward Multi-view Multi-person Reconstruction with Contrastive Human-Aware 3D Representation

Multi-view human reconstruction has been extensively studied under simplified settings, yet robust and efficient multi-person reconstruction in unconstrained environments remains challenging. Existing bottom-up methods often rely on accurate camera calibration and explicit cross-view matching, and therefore struggle with severe occlusions and ambiguities. We propose a new top-down paradigm that maintains a unified, instance-centric human-aware 3D space, enabling simultaneous camera calibration, cross-view association, and human reconstruction via cross-modal contrastive learning. Observations from multiple views are lifted and fused into this shared 3D space, where geometric structure, visual appearance, and human-centric semantic cues are jointly encoded at the instance level. We further introduce a spatial contrastive learning strategy that aligns 3D features corresponding to the same human instance across different views and modalities while separating different instances. This enables correspondence reasoning, semantic aggregation, and instance discrimination to be performed natively in 3D, improving cross-view consistency and robustness under severe occlusions. Finally, structured human body models are recovered in a feed-forward manner by regressing SMPL parameters from instance-level 3D human tokens. Extensive experiments demonstrate robust, accurate, and efficient multi-view human reconstruction in challenging real-world scenarios.
Yuanwang Yang, Buzhen Huang, Zongxuan Ren +2
Sep 1, 2026cs.RO

Fleets Need a Context Plane: Rethinking Cooperative Perception for Autonomous Drones

Cooperative perception allows a drone fleet to combine observations from multiple viewpoints. However, existing systems typically fix their feature-sharing policies at design time or adapt to only one context signal. This is a poor fit for aerial fleets, whose missions, bandwidth, formation geometry, and scene coverage can change during flight. We quantify the cost of context-blind sharing on UAV3D by controlling feature exchange at evaluation time using a released DiscoNet checkpoint, without retraining. Mission-aware sharing matches full-sharing accuracy while using only 5-10% of the bytes. The best tested peer selection policy changes with the byte budget, and choosing the wrong policy loses up to 7.7 AP. Moreover, under a constrained budget, two policies with the same full-scene accuracy differ by 5.9 AP within the mission region, showing that multiple context axes must be considered jointly. We therefore propose the context plane, a bounded, structured interface for runtime context. Each drone publishes a descriptor of at most 1 KB at 10 Hz, and lightweight, replaceable policies use the fleet context to decide what each drone computes, shares, and fuses. Existing sharing schemes become fixed policies within this interface. In our ROS 2 prototype on a Jetson AGX Orin, the context plane uses approximately 0.01% of the data-plane bandwidth, and each policy decision takes 0.10 ms. These results show that an explicit context interface can support low-overhead runtime adaptation without modifying or retraining the perception model.
Liangkai Liu, Xiaoxiao Wu
Aug 31, 2026cs.CV

BLARM: Animating 3D Objects from Video via Blending Latent Rigid Motion Primitives

We introduce BLARM, a feed-forward method for video-driven 3D mesh animation. Given a monocular video and a static object mesh, BLARM predicts a temporally coherent animated mesh whose motion follows the video. Rather than relying on explicit rigs or directly regressing high-dimensional vertex motion, we represent animation using a compact set of learned, time-varying rigid motion components and time-invariant vertex-to-component skinning weights. This yields a low-dimensional deformation space without requiring skeletons, cages, skinning weights, or rig annotations. Our architecture conditions geometry-derived deformation latents on video features through factorized spatial-temporal attention, then decodes rigid transformations blended by predicted skinning weights. Trained with trajectory reconstruction, entropy regularization, and motion-aware contrastive learning, BLARM produces accurate and temporally stable animations while recovering compact, interpretable motion structure from monocular video.
Pradyumn Goyal, Yizhak Ben-Shabat, Hsueh-Ti Derek Liu +6
Aug 31, 2026cs.CV

Audio-Driven Adversarial Defense for 3D Talking Face Generation with totally Visual Fidelity Preservation

The rapid development of generative portrait models has raised growing concerns about privacy leakage and identity misuse. In particular, audio-driven 3D talking face generation can reconstruct a reusable 3D portrait of a target person from a monocular video and animate it with arbitrary speech, making realistic identity impersonation alarmingly practical. Existing proactive defenses mainly operate in the visual domain by injecting subtle perturbations into acial regions to disrupt identity acquisition. However, such perturbations often compromise visual quality due to the strong structural priors and social sensitivity of human faces, and are easily weakened by common real-world transformations such as resizing. To overcome these limitations, we propose an imperceptible audio defense for audio-driven 3D talking face generation by shifting protection from the visual modality to the audio modality. Specifically,we exploit psychoacoustic masking to hide protective perturbations within perceptually masked frequency regions of the speech signal, thereby reducing perceptual distortion while suppressing reliable facial animation. Extensive experiments demonstrate that the proposed method effectively degrades 3D talking face generation while preserving favorable perceptual quality. These findings highlight psychoacoustically guided audio perturbations as a practical and promising direction for privacy-preserving portrait protection.
Rui-Qing Sun, Chen-Hao Cui, Hui-Yang Zhao +3
Aug 31, 2026cs.CV

Physical Adversarial Examples for Person Detectors in Thermal Images Based on 3D Modeling

Thermal Infrared detection is widely used in autonomous driving, medical AI, etc., but its security has only attracted attention recently. We propose infrared adversarial clothing designed to evade thermal person detectors in real-world scenarios. The design of the adversarial clothing is based on 3D modeling, which makes it easier to simulate multiangle scenes near the real world compared to 2D modeling. We optimized the black patch layout pattern of 3D clothing based on the adversarial example technique and made physical adversarial clothing using the aerogel. The idea is to paste a set of square aerogel patches, which display black squares in thermal images, in the inner side of clothing at specific locations with specific orientations. To enhance realism, we propose a method to build infrared 3D models with real infrared photos and develop texture maps for 3D models to simulate varied infrared characteristics over time and location. In physical attacks, we achieved an attack success rate of 80.11% indoors and 76.85% outdoors against YOLOv9. In contrast, randomly placed patches yielded much lower success rates (26.53% indoors and 23.03% outdoors). The adversarial clothing also showed good transferability to unknown detectors with an ensemble attack method, demonstrating the effectiveness of our approach.
Xiaopei Zhu, Siyuan Huang, Zhanhao Hu +3
Aug 31, 2026cs.CV

AQ3D: Adaptive Query Transformer for 3D Instance Segmentation

Transformer-based decoders for 3D instance segmentation typically commit to a fixed number of queries and positional modeling calibrated on the training distribution rather than on the scene at hand. Indoor scans vary widely in spatial extent and object count, so a fixed query set over-initializes small scenes and under-initializes large ones, while learned absolute and relative encodings are bound to the training scenes' extents and can saturate. We present AQ3D, which is designed to handle scenes of various sizes during training and inference. Queries are instantiated at a fixed ratio of the scene's superpoints, forming an overcomplete set whose background rejection is entirely left to the decoder. Positional information is encoded using 3D RoPE over quantized metric coordinates, replacing learned bounded lookup tables of prior decoders. Further, we improve the decoder itself by using attribution-based superpoint pooling, a mask refinement branch, and a cosine classifier for background rejection. Experiments show our method sets a new state-of-the-art on validation and hidden test splits across the datasets ScanNetV2, ScanNet200, and ScanNet++V2 among decoder methods trained without additional data augmentation. Code is available at \href{https://github.com/kenomo/aq3d}{github.com/kenomo/aq3d}.
Keno Moenck, Thorsten Schüppstuhl
Aug 31, 2026cs.CV

AI-enabled Low-Cost 3D Maize Ear Morphometry Platform at Breeding Scale

Maize ear geometry (length, width, curvature, and volume) is closely tied to yield and grain-filling outcomes, but existing high-throughput phenotyping pipelines remain constrained by the cost, labor, and specialized hardware they require. We developed and validated a low-cost pipeline that reconstructs a watertight 3-D mesh of a maize ear from a single 20-second video captured with a consumer-grade DSLR on a motorized turntable under uniform LED illumination. Camera poses from a multi-seed COLMAP procedure initialize a Neural Radiance Field (NeRF), and a cylindrical holder of known diameter, visible in every frame, provides automatic metric scaling with downstream geometric quality control. Applied to 300 ears spanning a diverse maize inbred panel, 250 (83.3%) passed automated processing and quality control. Skeleton length agreed with manual caliper measurements across all 250 ears (R^2 = 0.964, RMSE = 4.68 mm), and convex-hull volume agreed with water-displacement volume on a 15-ear subset spanning the full size range (R^2 = 0.982, RMSE = 5.26 mL). Residual length error grew with ear curvature, whereas bounding-box height, which records the same straight-line chord as calipers, showed no such trend; the discrepancy therefore originates in the measurement definition, since calipers record the chord while skeleton length traces the geodesic arc. The capture hardware costs approximately 607 USD, and operator involvement fell from roughly five minutes to one minute per ear, with all downstream processing running unattended. The platform provides a foundation for breeding-scale 3-D ear phenotyping.
Therin Young, Elijah Rodriguez, Lisa Coffey +4
Aug 31, 2026cs.CV

CedarCypress3D: an annotated UAV-LiDAR dataset of individual trees in planted cedar and cypress forests

Individual tree measurements derived from Light Detection and Ranging (LiDAR) mounted on Unmanned Aerial Vehicles (UAV) provide valuable information for forest inventory, ecosystem monitoring, and sustainable forest management. Recent advancements in machine learning have increased the demand for annotated datasets to develop and evaluate point cloud-based approaches, especially for individual tree segmentation. However, publicly available annotated UAV-LiDAR datasets in temperate forests are limited. In this article, we present CedarCypress3D, a manually annotated UAV-LiDAR dataset collected in Japanese cedar (Cryptomeria japonica) and Japanese cypress (Chamaecyparis obtusa) plantations in Japan. The dataset consists of UAV-LiDAR point clouds and field survey measurements from 34 circular plots across two sites with different topographic characteristics, along with terrestrial LiDAR point clouds available for a subset of 22 plots. A total of 1,627 trees were measured in the census field survey and manually annotated to match the corresponding trees in the UAV-LiDAR point clouds. For the subset of plots with terrestrial LiDAR data, semantic labels (i.e., stem and non-stem) were additionally assigned to tree points in the UAV-LiDAR data. CedarCypress3D provides high-quality annotated UAV-LiDAR data for developing and evaluating individual tree instance segmentation and semantic segmentation methods in temperate planted forests. The dataset can also support research on tree attribute prediction and multi-platform LiDAR analysis. The dataset is publicly available at https://doi.org/10.5281/zenodo.22168721.
Katsuto Shimizu, Fumiaki Kitahara, Tomohiro Nishizono +8
Aug 30, 2026cs.RO

Learning Agile Perceptive Traversal of Sparse 3D Structures for Humanoids

Traversing sparse 3D structures requires humanoid robots to perceive thin, overhanging geometry while executing agile, accurate whole-body motions. We study this problem through monkey-bar traversal, where the robot must jump to the structure, traverse it through sparse bar interactions, and land safely. For this task, we present a reinforcement-learning-based perceptive control system that operates directly on observations from a head-mounted solid-state lidar. To extract task-relevant geometry from the sparse returns, the policy consumes the raw lidar scan through an attention-based encoder with recurrent memory. This policy is obtained by a phase-scheduled teacher- student pipeline that combines privileged experts for jumping up, brachiating, and jumping down. For transfer to hardware, we model lidar noise, battery-voltage sag, and actuator thermal limits, and equip the humanoid with passive hook end-effectors for robust bar interaction. On hardware, the resulting policy completes the full jump-up->brachiation->jump-down sequence in 14 of 15 trials across three bar configurations and reaches brachiation speeds up to 0.5 m/s. Beyond brachiation, the same perception backbone supports a separately trained policy that ducks beneath thin overhead obstacles with 2 cm cross-sections.
Efe Ongan, Chong Zhang, Boyang Sun +3
Aug 28, 2026cs.CV

GeoFF3D: Coordinate-Anchored Feed-Forward Reconstruction for Large-Scale UAV Mapping

Existing feed-forward 3D reconstruction methods typically process a bounded number of images and recover cameras and geometry in local or internally normalized frames. Extending them to large-scale UAV mapping requires scalable multi-chunk processing and reliable aggregation, while full Sim(3) alignment can become unstable for near collinear trajectories. We present GeoFF3D, which combines a coordinate-anchored model with a spatial large-scale reconstruction framework (SLRF). The model uses georeferenced camera translations and optional geometric priors to predict camera poses and dense point maps directly in a gravity-aligned Z-up metric frame. SLRF partitions images into spatially overlapping chunks, propagates shared-view priors, and aggregates local reconstructions hierarchically, while remaining applicable to different bounded-view models. Across nine aerial mapping blocks, GeoFF3D achieves the best average reconstruction quality, improving F@5 from 0.829 for Pi3X + SLRF to 0.877. On long UAVScenes sequences, it reaches 0.848, compared with 0.687 for Pi3X + SLRF and 0.451 for the strongest evaluated SLAM/streaming baseline. GeoFF3D reconstructs 2,000 images in approximately five minutes, demonstrating scalable and robust large-scale UAV reconstruction.The code is available at https://github.com/yanxian-ll/GeoFF3D.
Xiang Yang, Yongli Wang, Yunsheng Zhang +3
Aug 27, 2026cs.CV

DINOcular: Self-Supervised Visuospatial Representations

We introduce a self-supervised framework for learning joint visuospatial representations from RGB-D observations. While modern vision foundation models are trained almost exclusively on RGB images, many embodied systems have access to explicit depth sensing, which provides geometric information that monocular inputs cannot recover. Our method integrates depth-derived geometric priors with a visual backbone through inter-patch and intra-patch fusion, enabling the model to encode both appearance and spatial structure efficiently. The resulting representation shows promising improvements on 3D awareness while preserving semantic transfer: it outperforms prior methods of comparable scale on multiple 3D geometry benchmarks, and remains competitive when probed for standard RGB-D semantic segmentation tasks.
Farkhat Almukhamedov, Sami Azirar, Hermann Blum
Aug 20, 2026cs.CV

ACE-Ego-Hand: Repurposing Video Diffusion Models for Occlusion-Robust Egocentric 3D Hand Motion Recovery

Egocentric video offers scalable manipulation data for embodied AI, yet recovering metric 3D hand trajectories remains challenging due to severe object occlusion and frequent out-of-sight gaps. Existing single-frame and windowed temporal regressors fail when a hand shortly leaves the frame, while recent video diffusion models (VDMs) rely on heavy, stochastic multi-step sampling as pixel-space renderers. We instead repurpose VDM into a deterministic geometry encoder. A single forward pass over the clean latent exposes scene content beyond current observations, including occluded and out-of-sight hands. We introduce ACE-Ego-Hand, an offline clip-level framework that extracts features via a Deterministic Clean-Latent Encoder and decodes them with a Bidirectional Spatiotemporal Decoder. ACE-Ego-Hand recovers continuous bimanual trajectories with metric placement and no external detector, while a Ray-Based Camera Solver supports a second configuration that requires no test-time camera intrinsics. Across five egocentric benchmarks, ACE-Ego-Hand sets a new state of the art, cutting MPJPE-p by 30% on occlusion-heavy ARCTIC and 40% on HOT3D. These gains reach 46%-61% once out-of-sight hands are included in the evaluation, offering a scalable path from everyday human video to robot manipulation data.
Yufei Liu, Xixi Wang, Hao Li +8
Aug 13, 2026cs.CV

SCULPT: Subtractive Composition for 3D Part Generation

Part-aware 3D generation aims to create digital assets that are coherent as complete objects while exposing structural parts for editing, material assignment, animation, and reuse. Existing methods impose this structure outside the native generation loop: segmentation-based methods partition an already generated shape, while additive methods synthesize parts from predefined layouts, boxes, or tokens and then reconcile them into a whole. The former preserves the generated geometry but fixes the object before part boundaries are determined; the latter exposes part cardinality but often leaves shared boundaries vulnerable to gaps, interpenetrations, and material discontinuities. In this paper, we propose SCULPT, a framework that addresses these challenges through subtractive composition. Given a complete object represented in a structured 3D latent space, SCULPT iteratively applies a joint split predictor to generate one extracted part together with the remaining object. The predictor performs a coupled denoising process conditioned on both the image and the current 3D state, so the extracted part and updated remainder are generated together rather than reconciled after generation. The joint split predictor processes both outputs on the union of their native sparse 3D supports, allowing neighboring supports to overlap rather than imposing a disjoint voxel partition. The rollout ends when the remainder support becomes empty or reaches a fixed safety cap, allowing the number of generated parts to adapt to each object within that bound. Extensive experiments demonstrate state-of-the-art geometry on PartObjaverse while preserving strong complete-object reconstruction after part assembly. Results on four dataset images, one text-to-image-generated input, and one real-world photograph further show fine-grained textured part decomposition beyond the benchmark.
Sikuang Li, Chen Yang, Jiemin Fang +5
Aug 13, 2026cs.CV

Geometry-Grounded Unified 3D Perception for Autonomous Driving

Camera-based autonomous driving perception requires a shared representation that preserves metric 3D structure across synchronized multi-camera streams. However, existing image-based frameworks often rely on backbones pretrained for semantic recognition, and introduce 3D geometry through downstream task-specific modules. As a result, their shared representations may fail to preserve explicit metric geometry and consistent 3D scene structure. In this paper, we present a Geometry-grounded Unified 3D Perception (GeoUP) framework that adapts the reconstruction-oriented latent of VGGT to calibrated, streaming multi-camera driving scenes. GeoUP factorizes cross-image interaction into self, temporal, and view attention to capture structurally distinct temporal and cross-view correspondences. It further injects calibration-aware raymap encodings to provide metric scale and camera geometry. The resulting geometry-grounded latent is decoded for metric depth estimation, 3D object detection, and semantic occupancy prediction, corresponding to surface-, instance-, and volume-level readouts of the same 3D scene. Through joint multi-task and multi-dataset training, GeoUP effectively leverages heterogeneous annotations and generalizes across diverse sensor configurations and perception ranges. Extensive experiments on nuScenes, Argoverse 2, Waymo, KITTI, and DDAD demonstrate that GeoUP achieves SOTA performance across detection, occupancy, and depth estimation. These results validate the effectiveness of geometry-grounded representations for unified 3D driving perception.
Longfei Xu, Xiaohui Wang, Zehao Huang +4
Aug 13, 2026cs.CV

Mr3D-VL: A generalist vision language foundation model for Multiparametric 3D Magnetic Resonance Imaging

Multi-parametric magnetic resonance imaging (mpMRI) is a cornerstone for brain tumor diagnosis and treatment, yet current AI models face critical limitations: their lack of natural language interaction and interpretability impedes spatial information integration and cross-modal reasoning required clinically. Key challenges arise from significant physical meaning differences across modalities, spatial misalignment due to scan intervals, and the need for complex multi-feature interpretation in tasks like glioma grading. While visual-language models (VLMs) show promise in cross-modal understanding, existing methods focus mainly on 2D image modeling, neglecting direct perception of 3D volumetric space. Although 3D VLMs have been proposed for report generation and feature alignment in 3D CT imaging, mpMRI applications demand collaborative inference across multiple imaging modalities-a requirement unmet by current solutions. To address this, we introduce Mr3D-VL, a dedicated visual-language foundation model for multi-parametric 3D MRI. With 4 billion parameters, it employs an unsupervised pre-trained shared 3D encoder and 4D rotational positional embedding for dual modality-spatial integration. Its cross-modal projection layer uses a multi-resolution feature implantation strategy to enhance feature perception across resolutions. Experimental results show significant improvements over existing 4B/7B/30B domain-specific and general-purpose models in text generation tasks, achieving a BERTScore of 0.856 for report generation, with question-answering accuracy at 0.713 and multiple-choice accuracy at 0.912.
Zhi Qiao, Xintong Wu, Yichu He +1
Aug 12, 2026cs.CV

Surfsvr: 2D Surface Priors as 3D Geometric Regularizers for Sparse Voxel Reconstruction

Sparse voxel reconstruction offers an efficient representation for high-fidelity 3D modeling, yet its geometry is commonly optimized from local photometric evidence and discrete visibility statistics. This often leads to fragmented surfaces, excessive subdivision, and floating artifacts, particularly in weakly textured or sparsely observed regions. We introduce SurfSVR, a novel sparse voxel reconstruction paradigm that treats 2D surface priors as explicit 3D geometric regularizers. Instead of directly lifting noisy pixel-wise depth predictions, SurfSVR first organizes each image into coherent surface regions by jointly reasoning over appearance, monocular depth, normals and cross-view geometry. Each region is then represented by an adaptively selected planar or quadratic surface model based on fitting reliability and geometric complexity, while cross-model agreement distinguishes reliable geometry from ambiguous predictions. These structured 2D priors are lifted into 3D and integrated throughout the reconstruction pipeline. They guide surface-adaptive voxel subdivision, provide region-level depth and normal supervision during optimization, enhance geometrically reliable sparse-observed surfaces in voxel pruning, and suppress off-surface floaters during post-refinement training. This unified design converts semantic and geometric coherence in image space into persistent structural constraints in 3D. Extensive experiments on 3 public benchmarks demonstrate that SurfSVR consistently improves sparse voxel reconstruction across scenes with substantially different visibility and geometry characteristics, achieving state-of-the-art reconstruction quality. Codes and models will be released soon.
Yan Di, Chengxi Li, Yaoxing Wang +7
Aug 12, 2026cs.CV

STAR: A Spatial-Topology Aware Routing Framework for Generalizable 3D Scene Understanding

Constructing a unified 3D scene understanding model has long been hindered by the topological discrepancies across sensor modalities. While applying the Mixture-of-Experts (MoE) architecture is a flexible approach for multi-domain 3D understanding, we observe that conventional feature-only MoE routers may underrepresent local sampling topology under semantic supervision, making expert allocation difficult when semantic consistency coexists with geometric heterogeneity. To overcome this challenge, we propose STAR (Spatial-Topology Aware Routing Framework). Specifically, we introduce a multi-attribute self-supervised pre-training branch, covering topological and textural variations, to anchor cross-domain structural priors. Building upon this, we design a domain-aware expert branch with two mechanisms: Domain-Spatial-Guided Routing (DSR), which captures local topological variations from spatial context, and Entropy-controlled Dynamic Allocation (EDA), which adjusts the number of activated experts according to routing uncertainty. Together, these branches combine stable cross-domain representation learning with adaptive expert allocation. Extensive experiments across various tasks, encompassing both indoor and outdoor scenes, demonstrate the effectiveness of STAR. It achieves 80.1% mIoU on the ScanNet validation set and 77.2% mIoU on S3DIS, consistently improving over strong baselines. Code is available at our project page (https://xmw666.github.io/STAR/).
Mingwei Xing, Xinliang Wang, Yifeng Shi
Aug 11, 2026cs.CV

CausalSplat: Towards Comprehensive Hierarchical Reasoning in 3D Gaussian Splatting

While 3D Gaussian Splatting (3DGS) has advanced open vocabulary scene understanding, existing methods remain confined to explicit queries. They struggle to interpret implicit intents, complex spatial constraints, and commonsense reasoning required for practical embodied interactions. To address this gap, we introduce the task of reasoning 3D Gaussian segmentation and construct two benchmarks, Causal-LERF and Causal-ScanNet. These benchmarks systematically evaluate commonsense, spatial, affordance, and counterfactual reasoning. Evaluations reveal that current state of the art methods perform poorly on these reasoning challenges. Therefore, we propose CausalSplat, a framework that integrates vision-language models with 3D scene graphs to disentangle explicit structural perception from implicit logical inference. Extensive experiments demonstrate that CausalSplat achieves state of the art performance on our reasoning benchmarks while showing strong generalizability on standard referring and open vocabulary 3D segmentation tasks. Project Page: https://jiayuding031020.github.io/CausalSplat
Jiayu Ding, Meilu Song, Yun Chen +2
Aug 11, 2026cs.CV

3D Weighted Geometric Graph Neural Networks for Sheep Facial Pain Assessment

Deep learning systems perform mainly within the 2D for a single image domain and take the face as a single-dimension representation, losing sight of the 3D anatomy of sheep and cross-landmark spatial relationships that are intrinsic to the clinically proven Sheep Pain Facial Expression Scale (SPFES). This paper presents the \textbf{3D Sheep Pain Facial Expression System (3D-SPFES)}, a novel, monocular depth-aware geometric graph neural network system that integrates each SPFES facial landmark, such as the ears, eyes, and nose, into 3D Euclidean space estimated from a single RGB camera by using VideoDepthAnything, thus preventing the need for specialized depth hardware. Each landmark node includes a feature vector containing its 3D spatial coordinates, estimated surface normal, and facial attribute class embedding. Edges linked to nodes are assigned weights based on an aggregate metric that combines both Euclidean distance and surface co-planarity in a 3D space. A Weighted Geometric Graph Neural Network (WG-GNN) studies this graph using K=3\mathcal{K} = 3 geometry-aware message-passing layers enhanced by a scaled dot-product attention method that selectively enhances anatomically relevant inter-landmark messages. The resultant node embeddings are combined into O=3\mathcal{O} = 3 pain-level clusters and integrated into a Normalized Pain Score (NPS) within the range of [0,100[0, 100%] a confidence-weighted, SPFES-derived scoring method.
Alam Noor, Luis Almeida, Mohamed Daoudi
Aug 11, 2026cs.CV

Sensor-Informed Per-Point Covariance for Structured-Light 3D Imaging

Per-point uncertainty models are important in structured-light 3D reconstruction for probabilistic registration, fusion, and quality assessment. In practice, however, point-cloud covariances are often modeled as isotropic constants or inferred from local surface geometry and therefore do not explicitly reflect the measurement process. This is a limitation in fringe projection profilometry (FPP), where phase noise propagates through calibrated reconstruction and produces strongly anisotropic 3D uncertainty. This paper presents a sensor-informed first-order method for constructing a per-point 3 x 3 covariance field from experimentally measured phase precision and calibrated phase-to-depth and phase-to-3D mappings. The formulation separates a rank-1 phase-induced covariance from an effective full-rank completion obtained by incorporating fitted lateral image-space perturbation scales. Repeated-plane experiments under fixed imaging conditions show close alignment of the dominant covariance direction with the viewing ray, and consistency between the dominant phase-induced uncertainty scale and scalar depth uncertainty. In G-ICP registration, the proposed covariance substantially improves over a constant isotropic model while providing a sensor-derived uncertainty representation complementary to conventional geometry-based covariances.
Sehoon Tak, Jae-Sang Hyun
Aug 11, 2026cs.RO

Real-World Cooperative Bimanual Dexterous Grasp of Large Objects from Single-View Observations

Bimanual dexterous grasping of large objects is a critical challenge in robotic manipulation. However, most existing studies focus on sequential manipulation rather than cooperative grasping, and methods addressing such bimanual tasks have largely been limited to simulation. These limitations stem from the difficulty of acquiring full 3D object models and generating physically plausible grasping actions. To fill this gap, we propose a real-world bimanual grasping framework that includes: a multimodal dataset capturing joint angles, visual observations and force signals; a Denoising Diffusion Probabilistic Model (DDPM)-based module that generates joint-level grasp configurations from segmented point clouds; and an execution strategy that integrates motion planning with online grasp refinement to ensure physical stability and feasibility. Our approach enables the synthesis of executable bimanual grasps from single-view inputs, reducing dependence on complete 3D object models and ensuring stable real-world performance. Experiments on a dual-arm robot demonstrate high success rates across unseen objects with varying geometries and poses, and ablation studies confirm the contributions of key components of our system.
Ziming Li, Mingxuan Wu, Jiaqi Zhang +4
Aug 11, 2026cs.CV

CasDeblurGS: Cascaded 2D-to-3D Multi-View Consistency for 3D Gaussian Splatting from Two Blurry Images

Free-viewpoint 3D scene media is increasingly important for immersive applications, yet practical capture often suffers from severe view sparsity and motion blur. Although neural rendering has advanced sparse-view synthesis, existing blur-aware methods typically require substantial multi-view redundancy, accurate camera poses, or costly per-scene optimization. We address a stringent yet practical setting: reconstructing a coherent 3D scene from only two motion-blurred images with known intrinsics, without input-view poses, auxiliary sharp images, or per-scene test-time optimization. To this end, we propose CasDeblurGS, a cascaded framework that progressively recovers reliable cross-view information from local 2D correspondences to global 3D guidance. Stage 1 constructs locally reliable guidance through occlusion-aware correspondence filtering, while Stage 2 aggregates the intermediate restorations into a provisional pose-free 3D Gaussian representation whose input-view re-renders provide dense global guidance for final restoration. The resulting views enable a more coherent 3D representation and higher-quality novel-view synthesis. Experiments on real-world and synthetic Deblur-NeRF scenes show consistent gains over strong baselines, improving PSNR by 1.19 dB and 2.11 dB, respectively. Progressive ablations, cross-view correspondence visualization, and camera reprojection analysis further demonstrate improvements in both rendering quality and multi-view geometric consistency.
Haeyun Choi, Minhyuk Jang, I-Gil Kim
Aug 10, 2026cs.CV

LEGO: Leveled Language Gaussian Splatting

We introduce LEGO for advanced open-vocabulary scene understanding. Beyond basic concept recognition, its core innovation lies in capturing the intrinsic semantic hierarchies within the scene, such as the "flowerpot -> bouquet -> bud -> petal" lineage. While foundation models like SAM can identify multi-granular structures in 2D, their partitions are strictly perspective-bound and lack cross-view consensus. LEGO self-adaptively re-grades volatile multi-view SAM granularities into a unified, 3D-consistent hierarchy. This provides precise supervision for the structurally coherent, multi-level segmentation of 3D scenes. By grounding these segments with CLIP embeddings, LEGO recovers open-vocabulary semantic logic across hierarchical levels. Furthermore, by incorporating spatial relationships, we elevate these segments into level-wise language scene graphs, effectively empowering Large Language Models to perform complex, context-aware spatial reasoning and precise visual grounding. Experimental results demonstrate that LEGO establishes new state-of-the-art performance across both promptable and open-vocabulary 3D segmentation benchmarks, exhibiting advanced hierarchical scene decomposition and context-aware spatial reasoning.
Yuning Peng, Haiping Wang, Yuan Liu +3
Aug 10, 2026cs.CV

Sign Language Recognition Using Original and Synthetic Depth Image Based Point Cloud Data Models

Research regarding the sign language recognition mostly relies on RGB images, whileas sign language datasets that provide depth images are limited. Point clouds obtained from depth images can be used for sign language recognition with neural networks like PointNet. In recent years, various neural networks are used for generating realistic depth images from monocular RGB images. In this work, synthetic depth images were created from RGB images using Depth Anything V2 network. For this purpose, three sign language datasets (Real-time ASL Fingerspelling, KArSL, AUTSL) which contain both RGB and depth images were used. Classification accuracies of the point cloud data created from both original and synthetic depth images using various PointNet architectures were measured for sign language recognition. From the original and synthetic point clouds, frame based, Point Gesture Map and Long Short Term Memory data models were used for classification and their performances were compared. In the results, both original and synthetic based data achieved acceptable performance in most models. In general, original depth based point cloud models performed better than synthetic ones, however in some models synthetic depth based models performed better than the originals.
Rustem Ozakar, Eyup Gedikli
Aug 10, 2026eess.SP

GLocFM: A Geometry-Aware Foundation Model for 3D Indoor Wireless Localization

Learning-based wireless localizers often fail to utilize geometric information about the propagation environment, limiting their ability to exploit non-line-of-sight (NLoS) propagation and generalize across scenes. To bridge this gap, we propose GLocFM, a Geometry-aware Localization Foundation Model, which jointly exploits WiFi measurements and scene geometry represented as a 3D point cloud. We formulate localization as a maximum-likelihood (ML) estimation problem, where the goal is to find a transmitter position that maximizes the likelihood of the wireless observations conditioned on the scene geometry. The likelihood of a candidate transmitter position is calculated by a learned scoring function that matches the observed delay--angle-of-arrival (AoA) spectrum against the spectrum predicted for that candidate. A hierarchical scene encoder extracts propagation-relevant features to produce geometric priors for LoS and one-bounce reflection paths. For scenarios with imperfect synchronization, we further introduce a time-of-flight (ToF)-robust GLocFM model to handle unknown ToF offsets. GLocFM is trained on a multi-modal synthetic indoor localization dataset comprising 221 diverse scenes whose associated wireless signals are generated using Sionna RT. On both synthetic and the NeRF2^{2} dataset based on real measurements, GLocFM reduces mean 3D localization error relative to one of the state-of-the-art localization baselines by 49.5% and 48.8%, respectively. Ablations across different number of receiver, bandwidths, and array sizes further demonstrate the effectiveness and robustness of the proposed framework.
Chenghong Bian, Chaozheng Wen, Hongze Chen +1
Aug 10, 2026cs.CV

RealDenseFace: Real-time Monocular 3D Face Reconstruction from Dense UV-space Priors

Recent monocular 3D face reconstruction methods achieve high fidelity by fitting a 3D Morphable Model (3DMM) to dense priors predicted by networks, but the optimization stage is computationally expensive, often taking tens of seconds per image. We present RealDenseFace, a real-time optimization-based 3D face reconstruction method with dense UV-space network predictions. Our key idea is to formulate 3DMM fitting as a nonlinear least-squares problem and solve it with a tailored Gauss-Newton solver that converges in only a few iterations. The reconstruction is conducted in two stages. In the first stage, the network predicts two dense UV-space maps from a single RGB image: a correspondence map for UV-to-image alignment, and a relative-depth map for geometric constraints along the viewing direction. In the second stage, the solver fits per-vertex targets sampled from these maps at the vertex UV coordinates. The solver supports all three reconstruction settings: single-image fitting, offline sequence reconstruction, and online tracking. Our method achieves state-of-the-art accuracy on the NeRSemble SVFR benchmark. The online tracker runs at 80+ FPS, and the offline sequence reconstruction is over 20 times faster than previous optimization-based baselines.
Linzhou Li, Tianjia Shao, Kun Zhou
Aug 10, 2026cs.CV

RefineAny3D: Depth Refinement as Semantic Alignment for Monocular 3D Detection

Monocular 3D object detection spans two regimes: closed-set detectors operating within a fixed category vocabulary, and open-vocabulary detectors that localize arbitrary categories by leveraging depth foundation models for 3D geometry. We find that current depth foundation models, despite their strong zero-shot generalization, lack the object-level precision 3D detection demands: substituting a state-of-the-art depth foundation model for a strong detector's predicted depth degrades accuracy, even falling below the detector's own prediction. Rather than pushing detectors or depth models to be more accurate end-to-end, we treat object-level depth refinement as a stand-alone task and present RefineAny3D, a vision-language model that corrects depth without ever predicting a numerical value. Our key insight is that depth error has a direct visual signature in image space: when projected onto the image, a correctly placed box tightly encloses the object, while a too-far box projects too small and a too-close box projects too large. Depth refinement thus reduces to a visual alignment problem rather than a metric regression problem, which we instantiate by extending the VLM's vocabulary with action tokens that replace numerical depth output with categorical decisions, and by supervising the model on a large-scale chain-of-thought dataset that grounds each decision in explicit visual evidence. Applied as a single post-hoc step, RefineAny3D delivers consistent gains across closed-set detectors, open-vocabulary detectors, and 3D auto-labeling tools, and generalizes to novel categories, scenes, and cameras without retraining.
Zhihao Zhang, Gengwei Zhang, Tianlong Chen +1
Aug 9, 2026cs.CV

Damage Classification for 3D Point Cloud Data via 3D Data Analysis and Vision Foundation Model-based 2D Projections

Fine-grained damage classification of 3D point cloud data (PCD) remains a persistent challenge, constrained by high computational demands and limited labeled data. This study examines two methods: 3D PCD-based damage assessment (3PDA) algorithm and 2D projection damage assessment (2PDA) In our 3PDA analysis algorithm, TDA is used to derive compact representations of 3D PCD segmented by pointNet, which are then integrated with anomaly detection algorithms to quantify structural degradation. We show that TDA effectively compresses geometric structure from VFM-segmented components into discriminative feature vectors and that anomaly detection models can reliably distinguish components with varying damage severity using only 3D PCD inputs. In the 2D projection analysis algorithm, we leverage large VFMs for granular damage detection by projecting 3D PCD into 2D views. These projections allow VFM based models to achieve competitive classification performance while requiring only a fraction of the computational cost associated with full 3D data processing. Our results demonstrate that 2D VFM pipelines in 2PDA can perform strongly on fine-grained damage classification tasks, highlighting their viability as lightweight, resource-efficient alternatives to traditional 3PDA architectures. Comparative evaluation shows that the 3PDA attains higher accuracy but only for a narrow subset of object geometries and at substantially higher computational cost due to its reliance on TDA and the scarcity of high-fidelity 3D datasets. In contrast, the 2PDA algorithm yields slightly lower accuracy but offers an order of magnitude reduction in time complexity and generalizes across a far broader range of object categories.
Evan Perez, Kalelo Dukuray, Erika Ardiles-Cruz +1
Aug 9, 2026cs.CV

EndoMD-SLAM: Endoscopic Gaussian Splatting SLAM under Optical Degradation with Memory and Static-Transient Decomposition

Dense 3D reconstruction is critical for clinical endoscopic navigation and documentation. While Gaussian Splatting SLAM systems show promise in this domain, they fundamentally rely on strict multi-view photometric consistency. In routine procedures, this assumption is severely violated by intermittent optical degradations like moving debris and water flushing. Standard systems erroneously fuse these cameraattached artifacts into the persistent 3D geometry, causing severe tracking drift and irreversible map corruption. To address this limitation, we propose EndoMD-SLAM, a framework designed to maintain stability under optical degradation through specialized tracking and mapping mechanisms. On the tracking side, a memory-driven gating mechanism detects unreliable observations to suspend map updates and utilizes historical keyframes for drift-aware relocalization. On the mapping side, a self-supervised static-transient decomposition isolates visual contaminants into a dedicated transient field. This explicit separation prevents artifacts from structurally entangling with the persistent anatomical map. We curate a degradationfocused benchmark from colonoscopy videos to systematically evaluate these failure modes. Extensive experiments show that while standard baselines fail under severe optical degradation, EndoMD-SLAM preserves geometric integrity, reducing absolute trajectory error by 91% and improving rendering fidelity by 9.9 dB PSNR.
Nuo Chen, Kangqi Ni, Lulin Liu +5
Aug 9, 2026cs.CV

OccAnyScene: Towards Unified Indoor-Outdoor 3D Occupancy Prediction

3D occupancy prediction is fundamental to scene understanding, yet existing 3D semantic occupancy methods are typically specialized to fixed scene types and occupancy protocols. We introduce Cross-Scene 3D Semantic Occupancy Prediction, a new task setting which requires a single model to handle heterogeneous indoor and outdoor scenes with varying cameras, spatial ranges, voxel specifications, and semantic taxonomies. This setting poses a fundamental challenge: achieving metric-consistent yet scene-adaptive image-to-3D lifting across varying camera configurations and scene scales. To address this challenge, we propose OccAnyScene, a pixel-frustum-centered Gaussian framework built upon a pretrained depth foundation model. Specifically, the framework employs Pixel-Aligned Frustum Feature Aggregation to construct a camera-aware frustum query for each feature pixel, and Frustum-Parameterized Gaussian Construction to decode each query into multiple Gaussians whose positions and sizes are constrained by the predicted pixel depth and corresponding frustum geometry. OccAnyScene sets new state-of-the-art results, achieving 59.92% mIoU on the indoor Occ-ScanNet and 23.06% mIoU on the outdoor SurroundOcc-nuScenes.
Junjie Liu, Wanshui Gan, Zitong Dai +6
Aug 9, 2026cs.CV

EvTrajGS: Accurate and Efficient 3D Gaussian Splatting from Unposed Event Streams

Event cameras, with high temporal resolution, high dynamic range, and asynchronous sensing characteristics, have shown great potential for dense 3D reconstruction. Traditional reconstruction methods based on off-the-shelf pose estimates achieve high efficiency but produce low-fidelity results, as inaccurate pose initialization introduces cumulative reconstruction errors. In contrast, recent SLAM-style methods stabilize joint pose-scene optimization through incremental tracking and mapping, yielding higher reconstruction fidelity at the expense of considerable computational overhead. To address this trade-off, this paper presents EvTrajGS, an accurate and efficient 3D Gaussian Splatting framework for unposed event streams. Our method enables reliable joint pose-scene optimization initialized from coarse pose priors, eliminating the need for computationally expensive SLAM-style pipelines. EvTrajGS parameterizes camera motion as a continuous-time trajectory initialized from discrete camera poses, providing a unified representation for pose refinement. We then aggregate adjacent trajectory states into a temporally coupled pose, promoting temporally consistent pose updates during joint optimization. Additionally, we introduce a loss-reweighted event sampling strategy to adaptively emphasize temporally under-reconstructed intervals. Extensive experiments on both synthetic and real-world datasets demonstrate that EvTrajGS outperforms state-of-the-art methods in terms of both geometric reconstruction quality and pose estimation accuracy, achieving 3.8 dB higher PSNR, 0.1 higher SSIM, and over 40% lower ATE RMSE while retaining high computational efficiency.
Zixuan Chen, Jiakai Zhang, Junhao Dong +4
Aug 8, 2026cs.CV

When Does An Extra View Help? Adapting Single-View 3D Reconstruction with Extra Imagery

Reconstruction of 3D objects from a single image is a challenging research problem in computer vision. The key challenge is the lack of critical information from viewpoints to complete 3D structures. Using an additional view may help to resolve the issue. However, there is no mechanism that can integrate the extra view into the single-view 3D reconstruction principle. We address this challenge by proposing ASV3D, a framework for adapting single-view 3D object reconstruction to test-time data with support from one additional image. We introduce two adaptation strategies: (i) a zero-shot adaptation scheme that leverages the auxiliary image to improve the reconstruction quality of an object without retraining, and (ii) an optimised adaptation scheme that further enhances visual fidelity and cross-view consistency via contrastive learning. We apply our ASV3D to improve two state-of-the-art single-view 3D reconstruction pipelines on both benchmark and real-world datasets. Results demonstrate that our approach consistently improves reconstruction accuracy and robustness under unconstrained multi-view inputs, outperforming the baselines in both quantitative metrics and human preference. We publish our code and the real-world object dataset in our project page at https://github.com/YNhuHuynh/ASV3D/tree/main.
Y Huynh, Duc Thanh Nguyen, Thao Minh Le +1
Aug 8, 2026cs.CV

EgoTrack3D: A Modular Framework for Egocentric 3D Object Tracking

Understanding 3D scenes from egocentric video is fundamental for robotics and autonomous navigation, yet rapid viewpoint changes and partial occlusions make building structured representations challenging. Existing 3D tracking and scene graph construction methods primarily address explicit interactions or assume static scenes, limiting their ability to capture complex dynamics. We introduce EgoTrack3D, a modular framework that reconstructs and maintains a dynamic 3D scene representation directly from egocentric RGB video. The framework lifts 2D segmentation masks into a global 3D coordinate frame, using a point-based motion scoring mechanism alongside a voxel-based merging heuristic to associate object tracks. EgoTrack3D maintains accurate representations over time, achieving an 11% improvement in percentage of correct locations (PCL) relative to the strongest baseline on the Aria Digital Twin (ADT) dataset, while addressing the more general setting of persistent 3D tracking for both static and dynamic objects. Furthermore, to demonstrate the system's robustness under degraded conditions that simulate real-world deployment constraints, we replace dense depth maps with sparse 3D bounding box estimation and integrate interaction-guided dynamic association, enabling EgoTrack3D to maintain accurate spatial representations despite noisy observations.
Jan Kulik, Bjarni Dagur Thor Karason, Yung-Hsu Yang +3
Aug 7, 2026cs.CV

Rethinking 3D Segmentation from Individual LiDAR Scans: Incidence-Aware Sampling on the SIP Benchmark

3D scene understanding is increasingly important in construction, yet most methods are developed on curated datasets that do not fully reflect real site sensing conditions. In many workflows, individual LiDAR scans provide rapid local updates rather than complete scene representations, producing limited surface coverage, acquisition-driven density variation, and severe imbalance between dominant planar surfaces and sparse construction elements. Because large point clouds must be downsampled, sampling resolution and point allocation directly affect the balance between geometric detail and spatial context. This study evaluates these effects under a fixed per-fragment point budget and introduces an incidence-aware sampling strategy for individual LiDAR scans. The method maps points to a geometry-normalized manifold space for voxel-based selection while preserving original Euclidean coordinates for downstream learning. It requires only point coordinates and normals and no backbone modification. Using the Site in Pieces (SIP) benchmark, experiments with Point Transformer and PointNeXt show improved resolution-averaged segmentation performance, especially for non-planar elements and ladders, while reducing sensitivity to sampling resolution. The results show that acquisition-aware sampling can provide a more stable geometric representation and should be treated as an active component of individual-scan 3D segmentation rather than generic preprocessing.
Seongyong Kim, Jingdao Chen, Yong Kwon Cho
Aug 7, 2026cs.CV

Flow-Corrected Shape Optimization: Taming Manifold Drift in High-Dimensional 3D Models

Optimizing 3D shapes within the latent spaces of deep generative models is fundamental to computer assisted engineering, yet remains prone to a critical failure mode we term manifold drift: the tendency of gradient-based optimization to move latent vectors away from the manifold of valid shapes. This problem is exacerbated in state-of-the-art 3D shape generative models that operate in increasingly high-dimensional latent spaces where valid shapes occupy a vanishingly small fraction of the full space. Existing mitigation strategies, including latent regularization and flow-matching approaches, either sacrifice expressiveness, demand a difficult trade-off between objective guidance and generative fidelity that remains prone to manifold drift, or are computationally infeasible to scale to modern, large-capacity 3D shape models. We introduce a novel optimizer-corrector framework that alternates between gradient steps for objective minimization and guided flow matching to drive the latent state back to the valid shape manifold. By decoupling objective minimization from flow-based correction, optimizing freely and correcting strictly, this alternating design avoids inherent trade-offs, preserving geometric validity without sacrificing expressiveness while remaining computationally feasible on modern 3D shape models. We demonstrate its effectiveness across generative priors of varying complexity, from simple vector latent spaces to large-scale architectures across a variety of downstream optimization tasks, including aerodynamic drag reduction and object compliance optimization.
Emilien Seiler, Nicolas Talabot, Yingxuan You +2
Aug 7, 2026cs.CV

InstanceSplat: Instance-Aware Feed-Forward 3D Gaussian Splatting for Scene Understanding

Feed-forward 3D Gaussian Splatting (3DGS) enables efficient and generalizable 3D reconstruction, but current feed-forward 3DGS methods for scene understanding remain largely category-oriented. In contrast, instance-aware 3DGS methods typically rely on per-scene optimization and often decouple reconstruction from instance and semantic learning, limiting reciprocal interactions among them. We present InstanceSplat, a unified feed-forward 3DGS framework for generalizable 3D reconstruction and instance-aware scene understanding from pose-free multi-view images. In a single forward pass, InstanceSplat constructs an instance-aware Gaussian representation that jointly encodes appearance, geometry, instance identity, and language-aligned semantics. Shared 3D Gaussians ground instance identities across views, producing renderable and cross-view-consistent instance features. To allow reconstruction and scene understanding to benefit from each other, we further design an instance-centric learning strategy that connects reconstruction, instance learning, and semantic learning through shared instance structure. Specifically, instance cues guide reconstruction, language-aligned semantics strengthen the discrimination of confusing same-category instances, and instance regions aggregate semantic evidence into coherent object-level predictions. Experiments on novel-view synthesis, instance segmentation, and open-vocabulary semantic understanding under varying input-view settings and on an unseen dataset demonstrate state-of-the-art performance, practical efficiency, and strong generalization.
Minchao Jiang, Xiaoxuan Ma, Shunyu Jia +3
Aug 6, 2026cs.CV

SR-JEPA: Learning Predictive Latent State in 3D Scenes

Joint-embedding predictive architectures learn by predicting latent representations of missing observations, yet many masked JEPAs are evaluated primarily through the encoders they produce. We ask what a trained predictive pathway itself infers when an entire entity is absent from a native 3D scene. We introduce SR-JEPA, a point-native JEPA for scene-scale point clouds whose original frozen predictive pathway can be queried at a supplied location. At evaluation, every point of one object is removed before encoding and replaced by the same shape-free 32-point query at its centroid. Training uses only self-contained 3D EMA targets: no reconstruction, semantic labels, language, or lifted 2D features. On 5,953 held-out ARKitScenes objects, the imputed latent reaches 43.13% semantic-identity macro accuracy, 22.18 points above the strongest floor. Randomizing the prediction path removes 9.78 points, while substituting matched donor context removes 21.98 points. On 8,570 Sr3D support pairs, the full latent reaches 41.15 AP; identity decoded from the missing-object latent, combined with anchor identity and geometry, reaches 39.37 AP, leaving an unresolved 1.78-point residual. These results reveal a queryable, compositional 3D predictive state: the model completes context-dependent entity content, which downstream computation combines with metric geometry.
Zihan Zhou, Qifu Wen, Xi Zeng
Aug 6, 2026cs.CV

G2^2ARD-GS: Geometry-Guided Anchor-Regularized Gaussian Splatting Distillation

Dense colored LiDAR maps provide accurate city-scale geometry, but lifting them into 3D Gaussian Splatting (3DGS) retains millions of primitives, making the resulting models costly to store, transmit, render, and adapt. Aggressive primitive reduction alleviates this burden, but can remove the local surface support needed for stable novel-view synthesis and downstream geometric use. We introduce G2^2ARD-GS, a geometry-guided distillation method that converts a dense Gaussian prior instantiated either as a training-free point-cloud lift or a trained GS model into a compact, reusable representation. G2^2ARD-GS progressively consolidates the prior into surface-aware representatives, then recovers appearance on the resulting fixed topology under construction-time anchor constraints, with no primitives added or removed during recovery. Under limited supervision, geometry-aware view selection allocates the available view budget. On MatrixCity, G2^2ARD-GS achieves the best PSNR, SSIM, and LPIPS across matched 5×5\times--30×30\times compression budgets, outperforming PUP by 3.23.2--6.86.8,dB in PSNR. When reused as frozen geometry, the compact model improves off-trajectory appearance adaptation by 3.73.7--4.94.9,dB over PUP 3D-GS and preserves image-to-model registration accuracy on Cambridge KingsCollege at 30×30\times compression. Project page: https://patrick1159.github.io/gardGS-page/.
Puyuan Zhang, Jianming Huang, Wenkai Ye +1
Aug 5, 2026cs.CV

SmartMage: Dynamic Modality Orchestration for 3D Scene Understanding

Understanding 3D scenes is fundamental to embodied intelligence, requiring joint reasoning over heterogeneous information from multiple modalities, including visual and geometric cues. However, the relevance of these modalities often varies across queries. Existing Multimodal Large Language Models (MLLMs) typically rely on fixed modality combinations, overlooking query-dependent modality needs. Such a rigid design can introduce semantic noise from irrelevant modalities while underutilizing more informative ones, leading to wasted computation and diluted reasoning. To address these challenges, this paper proposes SmartMage, a unified MLLM that dynamically orchestrates heterogeneous modalities for semantic-aware 3D scene understanding. Specifically, SmartMage incorporates: (1) a Semantic-guided Modality Adaptive RouTing (SMART) module that selects task-relevant modalities using semantic priors, text-modality alignment, and modality quality; and (2) a Modality-Aware Gating Expert (MAGE) module that leverages modality priors to guide expert activation, fostering adaptive specialization in multimodal reasoning. Empirically, SmartMage achieves state-of-the-art performance across five 3D scene understanding benchmarks, and attains competitive results on RGB-only video understanding benchmarks. In our diagnostic benchmark ScanFacet, tasks are divided into fine-grained semantic categories, enabling analysis of modality combinations preferred by each semantic type. The observed modality-semantic patterns provide further evidence of SmartMage's effectiveness. Project page: https://yuecheong.github.io/SmartMage/.
Yue Zhang, Yingzhao Jian, Yunqiu Xu +2
Aug 5, 2026cs.CV

Beyond Reprojection Error: Camera Calibration with 3D Targets

In 3D reconstruction, camera calibration is an essential element for achieving high fidelity and accuracy of the reconstructed geometry. While existing approaches rely upon 2D planar calibration, this work proposes a framework tailored for 3D reconstruction that is based on predicting scene rays, which adds flexibility to the reconstruction pipeline and enables the use of recent advances in camera models. Novel metrics, reconstruction and intersection error, derived from predicted scene rays are employed in combination with a bootstrapping procedure that statistically evaluates different calibration objects and calibration pipelines for both intrinsic and extrinsic camera parameters. The results show that the generalized distortion model more faithfully captures physical camera effects and yields an improvement in calibration accuracy. Reprojection error is shown to be a potentially misleading indicator of 3D accuracy, and the proposed ray-based metrics provide a more holistic assessment. An icosahedron calibration target is designed to enrich calibration information for 3D reconstruction together with a ring-feature-based detector. The icosahedral target yields approximately 40% lower mean intersection and more stable calibration across bootstrap trials on synthetic data, while real-data performance demands very tight fabrication tolerances.
Dennis Ruppel, Hasan Kutlu, Kai A. Neumann +4
Aug 5, 2026cs.LG

Disentangling 3D Modeling from Spatial Reasoning

In this work, we explore an alternative paradigm for spatial reasoning by explicitly disentangling 3D perception from reasoning, rather than jointly acquiring implicit 3D perception and reasoning through large-scale training. Our key observation is that modern perception models excel at estimating continuous 3D geometry, whereas large language models (LLMs) are particularly effective at compositional and symbolic reasoning. Motivated by these complementary strengths, we propose the Disentangled Spatial Reasoner (DiSR), a simple yet effective framework that reconstructs the physical world into structured 3D evidence using off-the-shelf expert perception models and fine-tunes an LLM with LoRA to perform reasoning solely over this explicit geometric evidence. Without large-scale 3D VQA training or complex tool-use policies, DiSR achieves competitive performance on popular spatial reasoning benchmarks. Beyond its strong performance, DiSR offers improved interpretability, modularity, and computational efficiency, demonstrating that explicit separation of perception and reasoning is a scalable and effective alternative paradigm to end-to-end modeling for spatial intelligence.
Haoze Sun, Jiequan Cui, Qingshan Xu +1
Aug 5, 2026cs.RO

Mind-VLA: Instruction-Aware Spatial Representation Alignment for Vision-Language-Action Models

Recent Vision-Language-Action (VLA) methods improve generalization by aligning their representations with 3D scene geometry. However, these methods are fundamentally instruction-agnostic: the representations align the entire scene uniformly, neglecting the 3D geometry of the specific target object designated by the language instruction. This causes failures on fine-grained manipulation and target occlusion tasks, where success depends on accurate 3D understanding of the target object rather than the entire scene. To address this, we present Mind-VLA, an instruction-aware spatial representation alignment method for VLA models. Specifically, Mind-VLA first obtains the target object specified by the language instruction, then prepares its target-object tri-view and extracts the corresponding VAE and VGGT features. Finally, the latent representation of the VLA model is aligned with these features to enable instruction-aware 3D understanding. Mind-VLA reaches 93.9% on LIBERO and 4.47 on CALVIN with a compact 345M-parameter backbone. On real-robot tasks with target occlusion, Mind-VLA reaches 54% average success, outperforming the best-performing instruction-agnostic method in real-robot comparison by 32 percentage points. Code will be publicly available.
Xingyu Ding, Yuzhong Zhao, Yang Wu +4
Aug 5, 2026cs.CV

HiSC: Hierarchical Spatial Clustering Token Compression for Efficient 3D Scene Understanding

3D vision-language models (3D VLMs) enable spatial reasoning over multi-view scenes but suffer from substantial token redundancy due to duplicated observations and large uninformative regions, leading to high computational cost. Although visual token compression has shown promise in accelerating 2D VLMs, it fails to capture the structured nature of 3D scenes and leads to incomplete spatial coverage and loss of fine-grained details. In this paper, we propose \textbf{HiSC}, a training-free framework for hierarchical spatial clustering token compression in 3D VLMs. HiSC lifts token compression from token-level selection to cluster-level processing by organizing tokens into spatially grounded clusters using joint geometric and semantic cues. Specifically, we first introduce a \textbf{spatial graph-based merging (SGraM) strategy} that models cross-view redundancy as spatial connectivity and consolidates physically consistent regions, effectively merging extremely similar redundant tokens prior to LLM inference. We then propose a \textbf{spatial clustering-based pruning (SCluP) paradigm} within LLM inference, which performs hierarchical compression across clusters and within clusters, preserving object instance completeness while retaining fine-grained details for important regions. Extensive experiments on diverse 3D reasoning benchmarks show validate the effectiveness of HiSC, particularly under high visual token pruning ratios. Besides, HiSC achieves over 90% token reduction with minimal performance degradation. Code is accessible at https://github.com/elecreak/HiSC.
Jiuhe Qu, Yingping Liang, Ying Fu
Aug 5, 2026cs.CV

OutLangSplat: 3D Language Gaussian Splatting for UAV Outdoor Scenes

3D Language Gaussian Splatting embeds open-vocabulary language features into 3D Gaussian Splatting, providing an efficient explicit representation for text-driven 3D scene understanding. However, existing methods are limited to indoor or small-scale scenes, and tend to fail in Unmanned Aerial Vehicle (UAV) outdoor scenes, where severe occlusions and long distance viewpoints often lead to incorrect semantic activations and missing target responses. In this paper, we present OutLangSplat which adapts language Gaussian representations to UAV outdoor scenes by improving feature representation and aggregation reliability. For the feature representation, a 2D-3D dual-branch representation with region-based alignment and fusion is designed to improve spatial consistency, reducing incomplete target responses and background misactivations. For the feature aggregation, we introduce a training-free contribution and consistency-aware Gaussian feature aggregation strategy that leverages pixel contribution reliability and cross-view semantic consistency to suppress unreliable responses from noisy viewpoints. A new dataset is provided by manually annotating various objects on four real-world public UAV outdoor scene datasets. To the best of our knowledge, it is the first accessible dataset of open-vocabulary 3D scene understanding for UAV outdoor scenes. Quantitative evaluations and ablation studies demonstrate that OutLangSplat outperforms SOTA methods on both open-vocabulary semantic segmentation and instance localization tasks. The datasets and codes will be open-sourced.
Xia Yan, He Wu, Yanghui Xu +2
Aug 5, 2026cs.CV

VoxStruct3D: Structure-Leading Flow Matching for Voxel-Space 3D MRI Synthesis

High-fidelity 3D MRI synthesis requires both globally coherent anatomy and fine-grained voxel-level detail. Although latent diffusion makes volumetric generation tractable, its image autoencoder introduces a reconstruction bottleneck that can limit the fine detail recoverable in the final volume. We present VoxStruct3D, a voxel-space flow-matching framework that directly models full-resolution MRI volumes using a clean-data prediction objective. Its Volumetric Voxel Generator (VVG) combines factorized 3D patch embedding with overlapping upsampling, time-modulated residual refinement, and skip fusion, enabling neighboring tokens to jointly reconstruct shared voxel regions and suppress patch-boundary artifacts. To complement direct voxel-space modeling with an explicit anatomical prior, we further introduce a Structure-First, Image-Follows (SFIF) strategy. A frozen pretrained 3D medical encoder and a StructVAE extract compact structure tokens that preserve dominant anatomy, while a structure-leading schedule keeps their trajectory ahead of the image trajectory. Patch-Aligned RoPE spatially aligns the unequal token grids, and asymmetric attention enforces one-way guidance from structure to image. Experiments on pathological and healthy T1-weighted brain MRI datasets show that VoxStruct3D achieves the strongest overall performance across feature-distribution alignment, sample diversity, and perceptual quality, producing anatomically coherent and visually realistic volumes.
Fang Li, Yang Gao, Shihao Zou +5
Aug 5, 2026eess.IV

Beyond Visibility: Real-Time Surface Accessibility Fields from Sparse LiDAR

Understanding which surfaces in a scene are physically accessible to a given tool is fundamental for robotic interaction, yet 3D perception systems typically stop at geometric reconstruction or visibility estimation. Existing geometric accessibility methods require complete, noise-free meshes and fixed kinematic bases, assumptions that fail for mobile platforms mapping incrementally from live data; visibility estimation cannot account for tool geometry or approach-corridor clearance. We propose the Accessibility Field: a per-point labelling of surface accessibility for a given tool, produced in real time from streaming sparse LiDAR and updated at sensor rate as the platform moves. Running entirely on GPU, our method evaluates each surface point against precomputed geometry kernels representing the tool at a set of rotated approach orientations, checking tool collisions and approach-corridor clearance. A scan-centric Truncated Signed Distance Field integration scheme underpins our system, updating only voxels near each observed return rather than projecting every frustum voxel each frame -- critical for nonrepetitive sensors like the Livox Mid-360, where some bins contain no returns. Our system is tool-agnostic, needs no prior scene model, and runs on workstation and Jetson Orin edge hardware. We evaluate quantitatively on synthetic objects and mature-scale Pinus radiata models, showing visibility alone is insufficient as an accessibility proxy: our method achieves F1=90.8 vs. 69.8 for a Hidden Point Removal baseline on mixed-accessibility geometry, and correctly identifies 56.8% of pine branch surfaces as inaccessible despite being visible from the sensor. To our knowledge, this is the first method to estimate per-point surface accessibility in real time from streaming sparse LiDAR without a prior scene model or fixed base frame -- a capability visibility estimation cannot provide.
Bradley Scott, Sam Schofield, Richard Green
Aug 4, 2026cs.CV

Geometry Beats Estimated Depth: RGB-Only Multi-Camera 3D Tracking under Sim2Real

The AI City Challenge 2026 Track 1 evaluates multi-camera 3D perception in large indoor warehouses under a synthetic-to-real (Sim2Real) setting; depth is available only for training and validation, so inference is RGB-only. We use two RGB-only routes as a controlled test of one hypothesis: that cross-view geometric consistency, not monocular depth accuracy, governs performance under Sim2Real. The first is a geometry-first pipeline: YOLO11x detection, homography lifting to the world frame, class-level 3D size priors, multi-camera fusion, world-coordinate tracking, and offline tracklet stitching. The second is estimated-depth pseudo-LiDAR: monocular depth (D4RT, Metric3D~v2) back-projected into a fused point cloud and passed to a 3D detector (V-DETR), mirroring prior point-cloud winners that used depth. The gap is decisive: geometry-first reaches 13.0 3D HOTA (51.6 LocA), whereas pseudo-LiDAR collapses to 0.12 (9.2 LocA). We trace the collapse to cross-view inconsistency of monocular depth---scale correction is necessary but not sufficient---which domain-adaptation fine-tuning does not repair within budget. Within the geometry pipeline, offline stitching is the only intervention that helps; SAHI detection, appearance Re-ID, learned lifting, RT-DETR ensembling, test-time augmentation, and domain randomization all fail to beat the baseline detector. The bottlenecks are complementary: detection quality bounds the geometry route (DetA), localization consistency bounds pseudo-LiDAR (LocA). We release a complete, reproducible RGB-only pipeline and ablation.
Abdullah Naeem, Anav Katwal, Ayon Dey +2
Aug 4, 2026cs.RO

Flying over The Uncertain Nature (FORTUNE): Intelligent and Humanistic 3D Path Planning for Low-Altitude Collaboration

The proliferation of low-altitude intelligent agents is increasing the demand for timely and socially responsible collaborative sensing in dynamic urban environments. However, jointly addressing heterogeneous spatiotemporal demands, environmental uncertainty, and human-centered operational constraints remains challenging. This paper studies 3D multi-UAV path planning and task assignment under uncertain ground PoI demands. Unlike existing work assuming static and fully known PoIs, we model persistent, temporally predictable, and emergent demands within a unified framework. We further incorporate altitude-dependent societal and environmental costs, including noise exposure and public safety risks, to balance sensing performance with socially compliant operations. To solve the resulting large-scale mixed-integer nonlinear problem, we propose FORTUNE, a hierarchical offline-online framework. Offline, a Transformer predicts Type-II PoI activation windows, while an enhanced sparrow search algorithm generates coordinated flight plans through priority-aware decoding and danger-aware evolution. Online, a lightweight refinement module accommodates emerging Type-III PoIs while preserving global mission coherence. Experiments on real-world traffic data and synthetic scenarios show that FORTUNE consistently outperforms state-of-the-art methods in effectiveness, scalability, and practical applicability.
Minghui Liwang, Wenhan Jia, Xinlei Yi +3
Aug 4, 2026cs.CV

PolyLayout: Multi-room Manhattan Layout Estimation

Estimating room layouts from multi-view imagery is a core task for indoor scene understanding. Existing methods are typically limited either by poor generalization to new datasets or restrictive geometric assumptions of the room shape or camera configuration. Most also estimate rooms independently, failing to exploit shared building structure such as dominant directions, ground plane or ceiling height. We propose PolyLayout, a multi-room layout estimation method that parameterizes room layouts as Manhattan 3D polygons and optimizes them jointly across multiple rooms. The optimization objective is predicted by a neural network on top of robust pre-trained visual features and trained end-to-end with supervision only on output room layouts. At the same time, camera projection and polygon updates remain explicit and model-based. This separation between learned scoring and geometry improves generalization to new datasets and camera parameters. During optimization, PolyLayout adaptively refines the polygon topology through iterative wall split and merge operations while jointly utilizing structural cues across rooms. We introduce two new multi-view multi-room layout benchmarks by providing layout annotations to existing datasets, and experiments show that PolyLayout outperforms prior approaches, both in terms of accuracy and robustness. Project page: https://ghanning.github.io/PolyLayout
Gustav Hanning, Shaohui Liu, Rémi Pautrat +3
Aug 4, 2026cs.CV

3DGSI-Assessor: A Large-Scale Dataset and An LMM-based Method for 3D Gaussian Splatting Image Quality Assessment

3D Gaussian Splatting (3DGS) has become a dominant representation for real-time novel view synthesis (NVS), yet its storage footprint makes compression indispensable for practical deployment. 3DGS training and compression introduce representation-specific distortions such as floating artifacts and surface scattering, which conventional image quality assessment (IQA) metrics fail to capture. Moreover, the independent compression of geometric and color attributes may lead to decoupled dimension-specific distortions that must be diagnosed separately, yet existing metrics report only a single overall score. To address these gaps, we present 3DGS-IEval-15K+, a large-scale, multi-dimensional IQA dataset for compressed 3DGS, comprising 15,200 images from 10 diverse scenes, produced by 6 representative 3DGS algorithms at systematically designed compression levels and rendered from 20 strategically selected viewpoints spanning both training views and challenging novel views, annotated with 45,600 mean opinion scores (MOSs) across overall, geometry, and color quality. Based on 3DGS-IEval-15K+, we propose 3DGSI-Assessor, an all-in-one 3DGS IQA framework that integrates global semantic and dimension-specific local features within a large multimodal model (LMM), predicting all three dimensions in a single forward pass. 3DGSI-Assessor achieves state-of-the-art performance on 3DGS-IEval-15K+, and exhibits competitive generalization on other NVS benchmarks. Dataset and code will be released at https://github.com/YukeXing/3DGSI-Assessor.
Yuke Xing, Jiarui Wang, William Gordon +3
Aug 4, 2026cs.CV

EditFlow3D: Automated Local Editing of 3D Assets with Trajectory Preservation

Controllable local editing of 3D assets requires precise target localization and appropriate visual guidance. However, existing methods lack a simple yet accurate way to obtain 3D masks and struggle to achieve the desired edit while faithfully preserving the structure and appearance of non-target regions. To address these challenges, we present EditFlow3D, a training-free framework for local 3D editing. Given a source asset and an edit instruction, a VLM-driven workflow interprets the editing intent and automatically constructs a visual guidance image and a refined 3D editing mask, enabling localized editing in the native representation space of a pretrained 3D generative model. Specifically, mask-guided differential flow focuses the edit on the target region, while step-wise trajectory preservation maintains consistency between non-target regions and the source asset without directly replacing intermediate features. Since the existing Edit3D-Bench covers only a limited range of local editing categories, we further introduce EditFlow-Bench as a complementary benchmark encompassing a broader variety of structural and appearance edits, and evaluate EditFlow3D on both benchmarks. Quantitative results, qualitative comparisons, and a user study demonstrate that EditFlow3D achieves more accurate target-region editing and better preserves non-target regions than existing 3D editing methods.
Rui Nie, Chuang Wang, Haitao Zhou +4
Aug 3, 2026cs.CV

Test Time Adaptation Methods for Point Cloud Registration in Laparoscopic Surgery

3D point cloud registration in laparoscopic surgery estimates the transformation between an intraoperative organ reconstructed from video and its preoperative mesh. Because ground-truth transformations are unavailable for real data, supervised networks are trained on synthetic organ pairs. At test time, real reconstructions differ from synthetic data and are noisy, sparse, and occluded, which degrades correspondence estimation. Test-time adaptation (TTA) can reduce this domain shift, but existing methods mainly rely on logits, entropy, class prototypes, or cache memories unavailable in registration. Registration also involves paired inputs with an asymmetric shift that primarily affects the intraoperative cloud. We analyse and modify state-of-the-art TTA methods from three families to 3D registration: model, normalization, and input adaptation. We analyze four representative approaches based on auxiliary-task model updates, backpropagation-free token purging, feature alignment, and layer-normalization calibration. We modify them to handle asymmetric shifts between preoperative and intraoperative point clouds and replace classification-based entropy objectives. Using a correspondence-based model trained on clean synthetic source data, we evaluate adaptation to corrupted synthetic and real target data on P2P and P2ILReg. For synthetic targets, we apply eight corruptions, including uniform noise and global density reduction, at five severity levels. All methods improve registration on P2P, whereas on P2ILReg only input adaptation reduces the error, while normalization adaptation degrades it. Considering the computational overhead of backpropagation-based adaptation, input adaptation is the most promising option for laparoscopic surgery, providing low inference latency and consistent error reductions across datasets. Code: https://github.com/ninaa-git/survey_pc_registration_tta
Nina Bodelot, Soufiane Belharbi, Eric Granger
Aug 3, 2026cs.CV

VR3D: View-Robust 3D Representation Learning for Aerial-Ground Person Re-Identification

Aerial-ground person re-identification is a challenging task due to cross-platform viewpoint variations, which cause severe occlusion and geometric deformation. Existing methods attempt to learn view-invariant representations exclusively within the 2D image space, where drastic viewpoint variations cause the learned features to remain coupled with viewpoint bias. To address this, we propose VR3D, a View-Robust 3D Representation Learning framework that maps images into a unified 3D coordinate space to achieve view-independent feature interaction. Specifically, we introduce View-Robust 3D Representation Interaction, which leverages 3D priors extracted from single 2D observations to lift 2D appearance features into a canonical 3D space. VR3I employs 3D Geometry-Semantic Attention to establish interactions between 2D patches and 3D voxels from corresponding body parts based on their 3D spatial locations, effectively grounding 2D semantics within a 3D framework. In addition, as the reliability of these representations varies across samples due to viewpoint changes and 3D reconstruction errors, we introduce Reliability-Aware Fusion, which estimates sample-specific reliability and adaptively aggregates the multi-source representations. Extensive experiments on three benchmark datasets (CARGO, AG-ReID.v1, and AG-ReID.v2) demonstrate that VR3D outperforms recent methods. For example, it achieves a 5.63% improvement in Rank-1 on CARGO. Our code will be released.
Chao Ji, Shiyu Xuan, Zechao Li
Aug 3, 2026cs.CV

Hunyuan3D-Buffalo 1.0: A Unified Multimodal Model for Scalable 3D Generation, Understanding, and Editing

Recent advances in image generation have demonstrated the potential of unified multimodal models that integrate understanding, generation, and editing. However, unified 3D modeling remains constrained by scarce multimodal data, particularly the lack of large-scale and geometrically consistent editing data. To address this limitation, we propose Hunyuan3D-Buffalo 1.0, a unified framework supporting 3D understanding, text-to-3D generation, instruction-guided 3D editing, and text-grounded part generation within a single architecture. To enable scalable training, we construct an 87M-scale 3D multimodal corpus, comprising 25M understanding samples, 50M text-to-3D pairs, and 12M editing pairs generated using Nano3D-v2. Architecturally, the framework combines Hunyuan3D-VLM for semantic, structural, and spatial understanding with Hunyuan3D DiT for high-fidelity 3D synthesis. The VLM provides multimodal semantic conditions for generation, while editing and part generation additionally condition the diffusion process on the source object representation to preserve its overall structure and unedited regions. Extensive experiments show that Hunyuan3D-Buffalo 1.0 achieves state-of-the-art or leading performance on text-to-3D generation and 3D editing benchmarks, while exhibiting strong understanding and part-generation capabilities. Our analysis further shows that both generation and understanding improve editing, demonstrating the effectiveness of unified 3D multimodal training. Project Page: https://tencent-hunyuan.github.io/Hunyuan3D-Buffalo1.0/
Junliang Ye, Kenkun Liu, Guocun Wang +13
Aug 3, 2026cs.CV

VARPose: Flexible 2D Pose Densification via Visual Autoregressive Modeling for Enhanced 3D Lifting

Visual AutoRegressive Modeling (VAR) has excelled in natural image generation via next-scale prediction, but its use on topology-structured data like human skeletons is still unexplored. VARPose is proposed to adaptively densify 2D sparse poses, thereby enriching the anatomical information available for 3D lifting models. Our core contributions are twofold. First, we introduce a Granularity-agnostic Pose Tokenizer (GPT), which employs a single hybrid codebook and a residual quantization strategy to encode poses of varying densities into a unified, multi-scale discrete representation. Our results demonstrate the strong generalizability of this representation. By decoupling the representation from the projection, we can successfully decode novel pose granularities using a frozen codebook with a retrained decoder. Second, we propose UniSkelar, a unified autoregressive model that treats "joint density" as "scale". UniSkelar learns to predict the token sequence for the next density level in a coarse-to-fine manner, conditioned on the sparsest pose. VARPose not only outperforms state-of-the-art methods and generalizes to unseen granularities, but also confers tangible performance gains on downstream tasks, such as 3D Pose Estimation and Human Mesh Recovery, through 2D pose densification. Our code and model are available at https://github.com/BRL-SYSU/VARPose.git.
Kaiyuan Pu, Tiantian Yang, Dan Zeng
Aug 3, 2026cs.CV

DerainSplat: Feed-Forward Clean 3D Gaussian Splatting from Sparse Rainy Views

Although image deraining has advanced substantially, existing methods mainly focus on 2D image restoration. As spatial intelligence applications such as embodied AI and autonomous driving continue to emerge, reconstructing clean 3D scenes from sparse rainy views in a feed-forward manner becomes increasingly important. Existing feed-forward 3D Gaussian Splatting (3DGS) methods often assume clean inputs and collapse under rainy conditions. To this end, we present \textbf{\textit{DerainSplat}}, a feed-forward framework that reconstructs clean 3D scenes from only a few rainy views. To support this task, we build a large-scale multi-view derain dataset through a four-stage synthesis pipeline that sequentially models overcast illumination, depth-dependent haze, rain streaks, and lens raindrops, producing privileged weather factors. We introduce a weather net that predicts the weather factors from rainy context and yields two support maps. Scene support modulates cross-view cost-volume matching, while radiance support drives depth-aligned appearance fusion to fill corrupted pixels. The derived geometry evidence further attenuates Gaussian opacity to reduce spurious structures. A rainy cycle consistency re-renders clean views using the predicted factors and aligns them with rainy inputs. Extensive experiments show that \textbf{\textit{DerainSplat}} outperforms existing methods on various datasets, including RealEstate10K, ACID, Mip-NeRF360, and real-world rainy scenes, with strong cross-dataset generalization.
Fuzhen Jiang, Changyue Shi, Chuxiao Yang +3
Aug 3, 2026cs.CV

GSRAIN: Physically Calibrated High-/Low-Frequency Rainfall Synthesis for 3D Gaussian Driving Scenes

Existing rainfall simulation methods for autonomous driving remain limited in physical controllability and multi-view consistency. This paper presents GSRAIN, a high-/low-frequency rainfall synthesis method for 3D Gaussian Splatting (3DGS) driving scenes. GSRAIN constructs a high-frequency raindrop model from measured rainfall data and generates low-frequency rainy appearance using a geometry-aware single-step diffusion model. The two effects are then fused in a unified 3DGS scene, enabling rainfall-intensity control over the range of 0--13~mm/h. The proposed method achieves a Fréchet Inception Distance (FID) of 149.09, outperforming CycleGAN-Turbo (155.71) and WeatherEdit (157.94). Object-detection and closed-loop driving experiments further show that the generated scenes expose scene-dependent performance changes of the evaluated algorithms under controllable rainfall. These results indicate that GSRAIN provides an effective approach for constructing physically controllable, repeatable, and closed-loop-compatible rainy-weather test scenes for autonomous driving.
Fanyu Wang, Longgao Zhang, Junyi Chen
Aug 3, 2026cs.CV

UniqueSplat: View-conditioned 3D Gaussian Splatting for Generalizable 3D Reconstruction

In this paper, we propose UniqueSplat, a view-conditioned feed-forward 3D Gaussian Splatting model to reconstruct customized 3D radiance fields for each view query. Existing feed-forward methods such as pixelSplat and MVSplat aim to generate fixed Gaussians across all views of each scene by minimizing the error between rendered views and ground-truth images. However, such fixed Gaussians generally render images from all views and lack the ability to adapt to specific viewpoints, as they do not incorporate target view information when predicting Gaussians. To address this, our UniqueSplat learns the view-conditioned information as a prior and incorporates this knowledge into network parameters, so that Gaussians are dynamically adjusted in accordance with different views. Specifically, we propose a two-branch view-conditioned hyperNetwork to simultaneously learn view-agnostic embeddings and view-specific knowledge, which not only explores the shareable knowledge from various views, but also adapts the model to specific views at test time. Extensive experiments on widely-used datasets including RealEstate10K, ACID and DTU demonstrate the superiority of UniqueSplat over the state-of-the-art methods. Moreover, UniqueSplat encouragingly outperforms existing methods in cross-dataset evaluation, showing its notable generalization ability.
Haixu Song, Xiaoke Yang, Shengjun Zhang +2
Aug 3, 2026cs.GR

SubtleTalk: Generating Controllable Weakly-correlated Facial Dynamics for 3D Talking Heads via Residual Flow Matching

Audio-driven 3D facial animation aims to synthesize realistic and temporally coherent motions from speech. Despite notable progress in lip synchronization, weakly correlated dynamics, including eyebrow movements, eye blinks, and head motion, which are essential to photorealistic facial animation, remain difficult to model faithfully and often appear static or unnaturally repetitive. We attribute this limitation to three factors: (a) insufficient conditioning for weakly correlated dynamics; (b) the limited ability of deterministic regression to capture diverse motion patterns; (c) data bottlenecks from unreliable upper-face pseudo-labels and limited dataset diversity. To address these issues, we propose SubtleTalk, a framework for generating natural and controllable weakly correlated facial dynamics via multi-condition modeling and residual flow matching. First, to compensate for the limited guidance of speech alone, we introduce interpretable controls, including prosody, regional intensity, and Valence-Arousal signals, to explicitly capture the timing, magnitude, and affective variation of weakly correlated dynamics. Second, to overcome the limited expressiveness of deterministic regression, we build residual flow matching based on a stable speech-driven motion prior, allowing the model to capture stochastic deviations beyond deterministic prediction. Third, to alleviate the data bottleneck, we construct SubtleTalk-Face, a large-scale 3D facial animation dataset comprising about 3,900 identities and 74 hours of data, built via a simple and scalable pseudo-labeling pipeline and featuring improved upper-face tracking and frame-level VA annotations. Extensive experiments demonstrate that our method significantly improves the realism and diversity of weakly correlated facial dynamics while preserving accurate lip synchronization.
Chenyang Ding, Shuai Tan, Qunfen Lin +3