3D Object Understanding

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Period ending 2026-09-21

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Period ending 2026-09-14

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Period ending 2026-09-07

41 new papers

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722 papers

Latest in 3D Object Understanding

Aug 3, 2026cs.CV

Beyond Global Latents: Chunk-Based Sparse Grid VAE for Scalable 3D Modeling

Sparse voxel grids preserve the spatial structure needed for detailed 3D reconstruction, but their memory still grows rapidly with resolution as active surface cells increase. We introduce ChunkVAE, a sparse grid variational autoencoder organized around local chunks rather than a global latent volume. Local learned operators permit independently chosen encoder and decoder partitions and allow inference chunk sizes to differ from training. Two complementary data operators make this flexibility practical: Balanced Binary Object Partitioning distributes active cells while limiting replicated overlap, while S-Curve weighted stitching attenuates unreliable boundary features when assembling a global latent or reconstruction. Across three object benchmarks, ChunkVAE is competitive with or better than strong baselines from 5123512^3 to 153631536^3; smaller chunks lower peak allocated memory and shorten per-chunk compute, enabling faster parallel inference. Stable stitched latents and improved image to 3D metrics indicate that local compression can scale geometry while retaining the global interface required downstream.
Kaiyi Zhang, Zhihao Liang, Haolin Liu +8
Aug 3, 2026cs.RO

MANGO-Grasp: Mahalanobis Fields over Geometry-Oriented 3D Gaussians for Cross-Embodiment Dexterous Grasping

Cross-embodiment dexterous grasping aims to synthesize stable grasps across heterogeneous multi-fingered hands with little or no embodiment-specific tuning. Existing interaction-centric methods achieve promising results, but their object representations often underrepresent local surface geometry, while their robot descriptors do not explicitly encode both robot morphology and kinematics. We propose MANGO-Grasp, an anisotropic interaction framework that represents objects as geometry-oriented 3D Gaussian primitives and robot hands as surface keypoints encoded into morpho-kinematic descriptors. The object primitives are adaptively allocated by geometric complexity and shaped as surface-aligned plates with outward normals, encoding local geometry. Mahalanobis fields over keypoint--primitive pairs serve as interaction prediction targets during training and as optimization guidance for grasp realization at inference. These fields rise sharply for displacement along the surface normal but only gently within the tangent plane, matching the directional structure of contact. Grasps are realized with one shared optimization formulation and hyperparameter setting across all embodiments. On the CMAP and MultiGripperGrasp benchmarks, MANGO-Grasp outperforms the strongest seen-hand baseline by up to 8.24 percentage points in simulation. It also transfers zero-shot to the unseen SharpaWave hand, improving over the strongest zero-shot baseline by up to 16.57 percentage points, and achieves 86% success in real-world experiments. The code and additional materials will be made available upon publication at https://connor-zh.github.io/MANGO-Grasp/.
Heng Zhang, Kevin Yuchen Ma, Mike Zheng Shou +2
Aug 3, 2026cs.CV

PhotoHOI: Synthesizing 3D Hand-Object Interactions from a Single RGB Photograph

Hand-object interaction (HOI) is a fundamental human behavior with broad applications in AR/VR, digital humans, and embodied interaction. Existing methods typically require predefined object geometry, object trajectories, or task-specific conditions, limiting their use with natural real-world inputs. To address this, we study a more practical problem of synthesizing 3D hand-object interaction sequences from a single RGB photograph and an open-vocabulary language instruction, and introduce PhotoHOI. PhotoHOI first uses a vision-language model to parse the input image and instruction into a structured task specification, including the interaction object, target region, and spatial relation. It then recovers a compact task-relevant 3D scene and plans a smooth collision-aware object trajectory based on the recovered object states, support relations, and surrounding scene geometry. To synthesize hand motion that generalizes to real-world photographs and unseen objects, it learns transferable task-conditioned contact and contact-conditioned grasp priors from large-scale affordance and HOI data. The grasp is further refined in a learned latent space, constraining the optimization to a plausible hand-pose manifold. Experiments on GRAB and H2O demonstrate improved contact quality and reduced penetration over representative baselines. Results on real-world photographs further demonstrate higher task success and scene consistency, together with generalization to unseen objects and open-vocabulary instructions.
Zhenhao Zhang, Jiajun Zhang, Wei Min +1
Aug 3, 2026cs.CV

PartMat: Material-Aware 3D Part Decomposition with a Single Global Latent

Part-level 3D generation has recently attracted increasing attention for producing structured and editable 3D assets. However, existing methods typically decompose objects according to functional semantics rather than the editable material boundaries (e.g., fabric, wood, metal) required in practical 3D applications such as interior design. Additionally, current methods often generate parts independently, causing computational costs to scale linearly with the part count. To address these limitations, we present PartMat, an efficient material-aware 3D part decomposition pipeline that represents multi-part geometry with a single global latent. Given a reference image and a single whole-object geometry, PartMat decomposes the object into parts that follow material boundaries. First, we propose PartVAE to learn such a unified representation and decode all material parts in a single forward pass, thereby decoupling inference cost from the number of parts. Second, with this representation, a diffusion model is trained for part generation and refined via reinforcement learning for accurate material assignment and overlap suppression. Finally, to recover fine-grained geometric details, we introduce a sparse-voxel flow-matching model with part attention for geometry post-processing. Extensive experiments demonstrate that PartMat significantly outperforms existing baselines in material-aware decomposition accuracy and achieves comparable geometric quality, while maintaining efficient inference.
Guangming Fu, Jin Song, Yiyun Fei +3
Aug 2, 2026cs.CV

Probing the 3D Object-Level Understanding of Pre-Trained Detection Transformers

Detection transformer models, including DETR and its extensions, learn to output a set of object-level embeddings that can be simultaneously decoded into 2D bounding boxes and class distributions. In this paper, we investigate what pre-trained 2D detection transformers understand about the 3D properties of objects. Specifically, we investigate the extent to which properties including the depth of objects from the camera and the 3D location of objects relative to the camera can be recovered from object-level embeddings using linear and non-linear probes. Across a range of detection transformer models, our results show a surprisingly strong and previously unknown ability of 2D DETR models to represent useful information about the 3D properties of objects, despite the complete lack of 3D supervision during model pre-training.
Robin Kim, Colin Samplawski, Benjamin M. Marlin
Aug 2, 2026cs.CV

GaussianSelector: Lightweight Human-Guided Object Selection in 3D Gaussian Splatting with Graph Optimization

Selecting a complete 3D object from a reconstructed scene with minimal user effort is essential for practical scene editing and embodied interaction. Existing 3DGS-based methods either retrain the Gaussian representation to embed per-object labels, or build dense multi-view SAM observations, both requiring heavy computation and dense viewpoint coverage that is rarely available in practice. We present GaussianSelector, a training-free framework for interactive 3D object selection from sparse views and sparse scribble guidance. Operating directly on native Gaussian primitives, we coarsen dense Gaussians into geometrically coherent superpoints and construct a continuity-weighted graph using appearance and spatial cues. Sparse user scribbles are lifted into 3D via visibility-aware transmittance coverage, and selection is solved as a global graph-cut energy minimization that propagates sparse evidence to a complete 3D object. This design naturally supports multi-round refinement, where users iteratively correct the selection from additional viewpoints to progressively improve the result. Experiments demonstrate that GaussianSelector achieves competitive selection quality against state-of-the-art multi-view SAM-based methods, while requiring significantly fewer interaction views and substantially lower computational overhead. These properties make it well suited for human-in-the-loop 3D scene editing and 3D asset extraction in real-world deployment scenarios.
Baihan Yang, Tiexin Li, Yuheng Liu +4
Aug 2, 2026cs.CV

MVMD: A Multi-View Approach for Enhanced Mirror Detection

In 3D reconstruction, mirrors introduce significant challenges by creating distorted and fragmented spaces, resulting in inaccurate and unreliable 3D models. As 3D reconstruction typically relies on multi-view images to capture different perspectives of a scene, detecting and labeling mirrors in multi-view images before reconstruction can effectively address this issue. However, existing methods focus solely on single-image detection, overlooking the rich information provided by multi-view setups. To overcome this limitation, we propose MVMD, a novel Multi-View Mirror Detection method, along with the first database specifically designed for mirror detection in multi-view scenes. The design of MVMD is grounded in the inherent associations between objects seen from different views and those reflected inside and outside of mirrors. These relationships are learned through cross- and self-attention mechanisms. MVMD consists of three key blocks: the Inter-Views Block tracks the shifts of objects within mirrors caused by changes in viewpoint; the Intra-View Block detects object reflections inside mirrors; and the Refinement Block sharpens mirror boundaries and enhances detected details. Experimental results show that our method improves accuracy by up to 2.6% and IoU by up to 11.1%, compared to single-image mirror detection techniques. This substantial improvement makes MVMD particularly effective for computer vision tasks, especially in enhancing the accuracy of 3D reconstruction in mirror-dense environments.
Yidan Shen, Yu Wen, Chen Zhang +2
Aug 2, 2026cs.CV

PackingGPT: 3D Packing Agent for Real Furniture in Last-Mile Delivery

3D bin packing rectangular items into standardised containers to maximise space utilisation under geometric shipping automation. Loading a furniture purchase into a personal vehicle is the same task, but under more complex conditions that standard container loading algorithms ignore. This paper addresses the physically stable placement under these realistic conditions with heterogeneous boxes (e.g. varying dimensions and weights) and occupied containers (e.g. groceries). This paper provides a real-world benchmark dataset and baseline model for the Heterogeneous furniture-in-vehicle packing task. The dataset uses real furniture company flat-pack packaging data covering a large number of catalogue products via family-level extrapolation with diversity length, widths, heights, and weights. We also propose a PackingGPT framework for packing as a sequential placement inspired by the Lego assembly process, where heterogeneous boxes of varying dimensions (bricks) are placed step-by-step into the irregular remaining cargo space (creations). Five baseline packing methods were tested on our dataset without considering the Centre-of- Mass (CoM) constraints. In sedan car simulations, 10-40% of placed boxes failed the stability check on average. When the LLP model was trained on packing sequences with CoM constraints enforced during placement, the failure rate dropped to 0.67% (SUV-500).
Yi You, Hui Li
Aug 2, 2026cs.CV

3DZip: Spatial-Aware Feature Diversity-Guided Token Compression for 3D Question Answering

Recent 3D vision-language models (3D VLMs) construct geometry aware tokens by projecting 2D visual features into world coordinates, enabling spatial reasoning for tasks such as 3D question answering. However, this design generates thousands of tokens per scene, resulting in substantial computational and memory overhead. While token compression has been extensively studied in 2D VLMs, existing approaches rely on semantic relevance or attention-based selection that overlook the structured spatial nature of 3D tokens. Moreover, redundancy in 3D representations cannot be resolved by spatial proximity alone, as object-level token imbalance persists even after spatial aggregation. To address this, we propose 3DZip, a three-stage token compression framework that first applies coarse voxelization to remove point-level redundancy, then selects anchor tokens based on feature-space diversity via a Determinantal Point Process, and finally merges remaining tokens under spatial constraints to preserve geometric coherence. Experiments on three 3D question answering benchmarks demonstrate that 3DZip consistently outperforms existing compression methods, retaining 94.7% of the original performance with only 128 tokens, achieving a 1.92×1.92\times faster inference speed.
Changwoo Baek, Kyeongbo Kong
Aug 2, 2026cs.CV

Struct-GStream: Towards Efficient Free-Viewpoint Video Streaming at Low-Bitrates with Structured 3D Gaussians

Constructing photorealistic Free-Viewpoint Videos (FVVs) of dynamic scenes from a set of posed 2D images has been an intriguing yet challenging task in computer vision. Methods based on neural rendering achieve high-fidelity image quality in FVV construction. However, most of these methods are unable to achieve real-time rendering and often require complete video sequences to train. Despite the existence of some online training methods capable of rendering FVVs in real time, they struggle to meet the requirements for storage and training time for downstream applications. To overcome this problem, we propose Struct-GStream, which can achieve efficient FVV streaming using structured 3D Gaussians (3DGs). Specifically, we introduce dynamic anchor points to generate structured 3DGs to construct basic scenes and model approximate scene movements based on the assumption of local rigidity in object motion. Besides, we introduce a global free 3DGs patching strategy involving free 3DGs' generation, pruning, and optimization to patch and model deficient areas and emerging objects. Our method achieves fast training at low bitrates while maintaining high rendering quality. Extensive experiments demonstrate that Struct-GStream significantly outperforms existing online training methods for FVV construction in terms of training time, storage, and rendering quality while maintaining competitive rendering speed.
Han Jiao, Jiakai Sun, Lei Zhao +4
Aug 1, 2026cs.CV

CADENA: Stepwise CAD Reverse Engineering

Computer-Aided Design (CAD) underpins modern engineering, yet converting existing shapes into editable models still demands substantial expert effort. Most AI systems emit the entire CAD program in a single pass, never inspecting the intermediate geometry. In contrast, human engineers build a part feature by feature, checking after each operation what remains to be modeled. We introduce CADENA (Spanish for "chain"), a model that reconstructs a 3D mesh as a parametric CAD program, growing its sequence of operations one at a time and comparing the target with the currently predicted geometry at every step. We also address the lack of benchmarks for evaluating reverse-engineering methods on mechanical parts, introducing CADENA-Bench, a benchmark that measures performance across categories of mechanical parts. CADENA outperforms prior methods on CADENA-Bench and on the DeepCAD, Fusion 360, and MCB datasets. Code is available at https://github.com/zhemdi/cadena, model weights at https://huggingface.co/kulibinai/cadena, and CADENA-Bench at https://huggingface.co/datasets/kulibinai/cadena-bench.
Soslan Kabisov, Gennadiy Savrasov, Maksim Elistratov +9
Aug 1, 2026cs.GR

Hi-TOPS: Hierarchical Topology-aware Scoring Prior for 3D Part Decomposition

Accurate 3D part decomposition requires separating shapes into structurally meaningful components with precise boundaries while preserving articulation seams and thin attachments. Existing approaches often suffer from a structural-scale mismatch: geometric evidence for separation is most reliable at the meso scale, yet many pipelines operate either too globally to respect joints or too locally to remain robust to noise. We propose Hi-TOPS, a Hierarchical Topology-aware Scoring Prior that aggregates complementary intrinsic cues into a multi-resolution Flow-Freeze field. Flow regions provide expandable support for primitive coverage, while Freeze regions restrict growth near articulations and thin structures. A TSDF-guided body-surface superquadric fitter then captures dominant cores and residual surface structures, followed by SQ-to-mesh assignment for connected, boundary-aligned parts. Across diverse benchmarks, Hi-TOPS delivers stable, editable decompositions without semantic supervision or 2D foundation priors.
Ruoyu Wu, Zhenhong Sun, Xiaoming Gong +5
Jul 31, 2026cs.CV

Distill What RGB Can Recover: Privileged 3D Evidence for RGB-Only Vision-Language Models

3D scene understanding requires reasoning about entity existence, spatial layout, and object relations, yet RGB images alone often provide insufficient 3D cues. Existing 3D-VLMs commonly rely on depth or 3D-position-aware inputs at inference time, introducing additional acquisition, reconstruction, or annotation costs that limit RGB-only deployment. We therefore study how training-time 3D evidence can be converted into spatial reasoning capabilities retained under RGB-only inference. We propose a privileged-evidence distillation framework that constructs a distillable teacher through a unified evidence interface and controlled residual injection, and transfers its knowledge to a deployable student receiving only RGB images and questions through logit and structured representation distillation. To avoid imitating teacher signals unsupported by RGB, we further introduce evidence-sensitivity-guided distillation, which uses corrupted evidence to identify highly evidence-dependent targets and down-weight their supervision. We also define a recoverability decomposition based on the matched baseline, teacher, and student, separating privileged gains into RGB-recoverable improvements and residual teacher advantages. Across four benchmarks, the teacher achieves the best result on 7 of 11 reported metrics among the compared methods. The RGB-only student outperforms its matched baseline on all 11 metrics, including gains of 10.4 ScanQA CIDEr and 19.1 Scan2Cap CIDEr@0.5, without additional inference-time inputs. These results validate the effectiveness of training-time privileged 3D evidence distillation for both teacher performance and deployable RGB-only spatial reasoning. Separately, our matched baseline-teacher-student analysis characterizes privileged-gain transfer across evidence types and spatial skills.
Yanbin Hu, Jin Cui, Jun Ye +4
Jul 31, 2026cs.CV

GO-PRE: Goal-Oriented Next-Best-View Selection via Predictive Rendering Entropy for Active 3D Reconstruction

Active 3D reconstruction relies on active view selection to maximize reconstruction fidelity under limited capture budgets. However, most existing methods rely on surrogate signals such as parameter uncertainty or geometric heuristics, but these signals are often misaligned with the ultimate goal: the fidelity of rendered predictions. We propose GO-PRE, a goal-oriented next-best-view selection framework that explicitly targets information gain in the prediction space. Specifically, we formulate the objective as maximizing the reduction of the average marginal predictive entropy over a user-specified target view manifold. GO-PRE supports interactive goal specification and yields an efficient acquisition rule that enables real-time computation of information gain. Extensive experiments across benchmarks demonstrate that GO-PRE consistently improves active reconstruction performance and provides more reliable uncertainty quantification compared to state-of-the-art methods.
Yan Song, Zhihao Li, Chenglong Li +3
Jul 30, 2026cs.GR

Learning Manifolds in High-D Point Embedding for Anisotropic Surface Approximation from Unstructured Point Clouds

Dense 3D sensors in various real-world fields produce point clouds that are geometrically redundant for real-time processing. In this paper, we propose an efficient and scalable learning-based anisotropic surface approximation framework, HD-PEA, that operates directly on unstructured point clouds, integrating anisotropic optimization into reconstruction to produce compact, geometry-aligned surface representations with higher fidelity, fewer elements, and improved numerical stability compared to isotropic and adaptive meshes. Firstly, we develop a novel learning-based high-dimensional (high-d) Euclidean point embedding method to map the input point clouds into a high-d manifold embedding space. For handling large-scale point clouds without retraining and fine-tuning, a patch-based meta-embedding scheme is designed during the inference stage. Then, we develop a new tangent subspace estimation for the high-d embedding manifold approximation and anisotropic manifold reconstruction in high-d space. The main contribution of this work is to propose a scalable deep learning framework and a variety of datasets for constructing a high-d Euclidean point embedding space aimed to 3D anisotropic surface mesh approximation and Riemannian curvature tensor estimation from point clouds. We extensively evaluate our method against state-of-the-art surface reconstruction approaches using several datasets, such as Thingi10K dataset, AIM@SHAPE and Stanford 3D Scanning Repository, ScanNet dataset, and further demonstrate its generalization and usability on diverse unseen shapes and applications from these datasets.
Hongbo Li, Haikuan Zhu, Xiaohu Guo +3
Jul 30, 2026cs.CV

MonoVoc: Decoupling Geometry and Semantics for Lightweight Monocular Open-Vocabulary 3D Gaussians

Open vocabulary 3D scene understanding is essential for next-generation interactive systems, empowering users to intuitively query and navigate reconstructed environments using natural language. However, current 3D Gaussian frameworks are often bottlenecked by restrictive multiview capture requirements, costly scene-specific optimization, and the massive memory overhead of storing dense language features. We present a novel, training-free pipeline that fundamentally reimagines this paradigm by explicitly decoupling 3D geometric reconstruction from semantic integration. Given a standard monocular video sequence as input, our method efficiently outputs a compact, highly interpretable, and fully searchable object-level semantic Gaussian map. Rather than entangling heavy language embeddings within the mapping loop, we extract geometry independently and ground semantics through a lightweight, modular post-processing framework. Extensive evaluations on the Replica dataset demonstrate that this decoupled architecture preserves strong rendering fidelity and competitive segmentation accuracy. Crucially, by replacing dense per-Gaussian storage with modular, object-level semantic embeddings, our approach delivers an order-of-magnitude reduction in memory usage compared to SOTA baselines. This provides a highly efficient, scalable, and practical solution for open-vocabulary 3D retrieval and question answering directly from everyday monocular video.
Pouya Ardekhani, Zahra Dehghanian, Morteza Abolghasemi +1
Jul 30, 2026cs.CV

Convolutional Neural Shading for High-Quality 3D Reconstruction from Multi-View Images

We propose a convolutional neural shading (CNS), a novel pipeline to reconstruct high-quality 3D shapes from multi-view images. Several recent studies have used neural radiance fields and other neural differentiable rendering methods to understand 3D geometry. However, these approaches rely on single-point geometric information, such as positions and normals of the surface, leading to a lack of detailed local geometry. Our approach addresses the inherent limitations of single-point information by leveraging a neural shader to capture variations even in dark and textureless regions with a convolutional neural shader, resulting in far more accurate geometry predictions. Additionally, our method mitigates surface irregularities at image boundaries by introducing a fine-detail displacement network, which utilizes spatial information of surface geometry and learns fine displacement details by correlating neighboring values in the rendering coordinates. Through extensive experiments, our proposed method has demonstrated significant quality improvements in the reconstructed shapes and rendered images over current state-of-the-art methods.
Juheon Hwang, Taewan Kim, Heeseok Oh +1
Jul 30, 2026cs.AI

IndustryForge-27B: A Domain-Enhanced Multimodal Foundation Model for Industrial CAD

Automating industrial CAD design and manufacturing places distinctive demands on multimodal foundation models: the model must see engineering drawings and 3D geometry screenshots, write correct parametric-modelling scripts and Windows COM API code, and cover the full range from single parts to assemblies. General-purpose multimodal models fall short on these tasks, while single-task fine-tuning is too narrow to support the diverse calls that upper-layer agents issue. We build IndustryForge-27B on top of Qwen3.5-VL-27B by curating and integrating six industrial-CAD sub-corpora totalling ∼\sim52k multimodal samples---CAD Visual QA (CAD-VQA), parametric CAD code (text2cadquery), assembly-level CAD code (text2cadquery-assembly), and three COM sub-corpora for Inventor / SolidWorks (com_2d / com_3d / com_assembly)---and training with a unified multi-task SFT recipe. Across four CAD-domain benchmarks IndustryForge-27B lifts the base model by +33.65+33.65~pp on average and outperforms the strong closed-source model GPT-5.4 on all four; across eleven general-capability benchmarks it retains, and slightly improves upon, the base model (+1.56+1.56~pp mean, no catastrophic forgetting). IndustryForge-27B will serve as the common substrate for downstream industrial-agent projects, providing a unified starting point for a full-stack industrial agent that spans from CAD design to industrial-software operation, from parts to assemblies, and from single-shot generation to closed-loop self-improvement.
Nianchen Deng, Jiaxin Ai, Tao Hu +10
Jul 30, 2026cs.AI

Wiring diagram extraction and gluing: a case study in classifying figure skating jumps using 3D dataset

Hasse clustering is an algorithm that extracts common patterns in sequential data and represents them in graphical forms. As the number of expected clusters grows, however, the algorithm can become infeasible to run due to combinatorial complexity. In this article, we describe a theory of gluing wiring diagrams, allowing iterative applications of Hasse clustering to achieve the same result as a single application. We test our theory in the context of classifying videos of figure skating jumps.
Jason Lo, Mohammadnima Jafari
Jul 30, 2026cs.CV

MeshFM: 2D Features Are All You Need for 3D Shape Understanding

We present MeshFM, an efficient feedforward framework for extracting rich features from 3D inputs. Our method distills 2D features from visual foundation models into 3D. We train a feedforward network to directly predict 3D features without requiring optimization during inference. The approach utilizes a two-stage training strategy. First, we optimize a feature field in 3D using only 2D feature supervision. Second, we train a network to regress this feature field. The entire procedure requires no 3D annotation, instead relying on the powerful information in 2D foundation models. We demonstrate that our learned features can be immediately applied to downstream tasks, including part segmentation, dense correspondence, and mesh deformation. Extensive experiments show that MeshFM, trained solely with 2D supervision, performs on par with methods trained explicitly with 3D supervision, even without task-specific fine-tuning. Moreover, our model is trained to be robust to extreme rotations of the input objects. Project page: https://threedle.github.io/MeshFM/
Jinfan Zhou, Richard Liu, Itai Lang +1
Jul 29, 2026cs.CV

ScratchSim: A Procedural Synthetic Data Pipeline for Surface Scratch Detection

While automated defect detection such as the detection of surface scratched is an important aspect in industrial quality control, the scarcity of annotated defect data make this task challenging. This paper presents a procedural rendering pipeline that generates large-scale annotated synthetic training data using BlenderProc, with configurable material appearance, camera modes, and domain randomization, producing automatic COCO-format annotations. To show the potential of our approach, we evaluate four training strategies, namely synthetic-only, real-only, mixed, and fine-tuning from synthetic weights, across two objects with different material properties and three lightweight edge-deployable detectors, YOLOX, YOLO26, and LW-DETR. Our evaluation show that fine-tuning from synthetic weights consistently outperforms real-only training, and that mixed training effectively recovers performance under scarce real-data conditions, with findings validated across both convolutional and transformer-based architectures. The proposed approach enables scalable defect detection without the burden of large real annotated datasets, making it practical for on-device industrial inspection. The pipeline scripts, 3D model, and both synthetic and real annotated scratch datasets for a glossy toy Ferrari car will be made available through the project website upon acceptance.
Paul Julius Kühn, Saptarshi Neil Sinha, Tiago Kleist +3
Jul 29, 2026cs.CV

Long-Tailed 3D Point Cloud Dataset Distillation

Dataset distillation compresses large-scale datasets into compact synthetic sets while preserving their training utility, enabling efficient 3D point cloud training. Current point cloud dataset distillation methods only tackle geometric and representation challenges while ignoring the distributional imbalance prevalent in point cloud datasets where both training and test splits follow long-tailed class distributions. To our knowledge, we present the first study on long-tailed point cloud dataset distillation. Rather than focusing primarily on geometric and representation properties or simply constructing a class-balanced synthetic set, our framework explicitly accounts for long-tailed class distributions via two core modules. First, we design Adaptive Synthetic Budgeting to allocate class-wise synthetic budgets according to class quantity and the expected benefit of additional synthetic samples. Given the allocated budgets, we further design 3D Long-Tailed Distribution Matching to optimize synthetic point clouds through Global-Local Feature Alignment and Prior-Aware Supervision. The former preserves both global class distributions and diverse intra-class structures, while the latter provides class-dependent expert supervision to keep tail-class samples recognizable while maintaining diverse head-class patterns. Extensive experiments demonstrate the effectiveness of our method, lifting classification accuracy by 7.0 points on ShapeNet55 against state-of-the-art methods.
Jiahao You, Xu Han, Jinfeng Xu +1
Jul 29, 2026cs.CV

SpatialQ: Understanding 3D Gaussian Splatting Scene Quality via Visual-based MLLM

3D Gaussian Splatting (3DGS) has emerged as an effective representation for novel view synthesis and 3D scene reconstruction, creating an increasing demand for reliable quality assessment. Unlike conventional image quality assessment (IQA), the quality of a 3DGS scene depends not only on the perceptual fidelity of rendered views, but also on scene-level factors such as spatial structure and cross-view consistency. Existing IQA methods are limited by their reliance on 2D perceptual cues, whereas general multimodal large language models (MLLMs) are not designed for stable quality regression and may produce unreliable judgments. To address these limitations, a multimodal quality assessment framework is developed for 3DGS scene understanding. First, a 3D-aware quality representation learning framework is introduced by augmenting a VGGT-based encoder with a dedicated quality head. Multi-view images are encoded into view-specific features and aggregated to capture cross-view consistency, while geometric cues are incorporated through joint modeling of depth and point-cloud-related structural information, enabling the learning of structure-aware quality representations beyond appearance-driven features. Second, a grounded multimodal reasoning mechanism is constructed by jointly feeding original images, depth maps, point cloud renderings, and camera parameters into a Qwen-based MLLM.
Jingxuan Su, Shenglin Wang, Tiesong Zhao +2
Jul 29, 2026cs.CV

3DGBGS: 3D Granular Ball Gaussian Splatting for Compact Novel View Synthesis

Three-dimensional Gaussian Splatting (3DGS) enables high-quality real-time novel-view synthesis through explicit Gaussian primitives and differentiable rasterization. 3DGS and Granular Ball Computing (GBC), proposed in 2019, share a natural compatibility in adaptive representation. The efficiency of 3DGS partly stems from a coarse-to-fine and on-demand refinement process that draws on the generation principle of GBC. This connection motivates us to further introduce adaptive granular ball organization into anchor-based 3DGS. Existing anchor-based methods typically construct anchors from sparse SfM point clouds through fixed voxelization, which cannot adequately adapt to spatially non-uniform point distributions and leads to a trade-off among anchor count, model compactness, and rendering quality. To address this issue, we propose 3DGBGS (3D Granular Ball Gaussian Splatting), a compact anchor-based framework for novel-view synthesis. 3DGBGS adaptively partitions SfM point clouds into 3D granular balls, using larger balls to compactly represent smooth and redundant regions and smaller balls to preserve complex geometry and local details. Based on this representation, Granular Ball Anchor Initialization (GBAI) uses granular ball centers to initialize compact anchor positions, while the Granular Ball Scale Prior (GBSP) exploits granular ball radii to provide local scale priors for Gaussian generation. Experiments on four benchmarks show that 3DGBGS reduces initial and final anchors by 37.1% and 10.0%, respectively, and model storage by 9.8% on average, while maintaining comparable rendering quality.
Meng Yang, Shuyin Xia, Dawei Dai +1
Jul 27, 2026cs.CG

Denoising 3D images: robustness of persistent homology measures

When computing sub/super-level-set persistent homology (PH), the effect of noise may introduce millions of (short-lived) topological generators, presenting an obstacle to both the computation of PH of large 3D images, and any analysis of PH that incorporates the number of generators. As such, it is often necessary to denoise the data before computing its PH. We analyze the PH of synthetic 3D images of porous media in the presence of spatially uncorrelated noise, and perform a comparative analysis of various topological measures (e.g. bottleneck distance, Wasserstein distance, persistence statistics and persistence images) to assess their robustness to both noise and the denoising process (i.e. adding spatially uncorrelated Gaussian noise, and denoising by either a Gaussian convolution or a machine learning approach).
Ebru Dagdelen, Aakash Karlekar, Manav Arora +4
Jul 27, 2026cs.CV

InterOCF: Spatio-Temporal 2D-3D Interaction for Camera-Only 4D Occupancy Forecasting

Camera-only 4D occupancy forecasting enables autonomous vehicles to predict future 3D semantic scenes solely from historical multi-view images, which is critical for driving safety. Even though current methods have achieved good performance, the strong spatial-temporal modeling between the input multi-view frames is still underexplored, which limits the performance of those methods in future 4D forecasting. To address this gap, we introduce a novel framework, InterOCF, for 4D occupancy forecasting that jointly models temporal dynamics in both 3D voxel-based representations and multi-view segmentation sequences, while explicitly incorporating feature interaction between the 2D and 3D branches. Our framework incorporates three core components: 1) A 3D Spatio-Temporal (3DST) module that learns volumetric dynamics from historical voxel states to predict future voxel states; 2) A 2D Spatio-Temporal (2DST) module employing an auxiliary multi-view temporal segmentation forecasting task to enhance temporal semantic dynamics; 3) A Spatio-Temporal Interaction Modeling (STIM) module that enables feature interaction between 2D and 3D representations. Experiments on the nuScenes, Lyft-Level5, and nuScenes-Occupancy datasets show that InterOCF consistently outperforms existing baseline approaches.
Qi Zhang, Xinquan Yu, Kaiyi Zhang +1
Jul 27, 2026cs.CV

UMI3D: Robust 3D Generation on Unconstrained Multi-Image Inputs via Simultaneous Focus Cross-Attention Routing

Recent 3D foundation models can generate high-quality assets from a single image, but degrade markedly on unconstrained multi-image inputs, often producing distorted geometry, over-smoothed textures, and chaotic colors. We argue that this failure stems not from limited model capacity, but from a mismatch between single-image cross-attention and the multi-image setting: existing models lack a principled way to decide which image each 3D voxel should trust at each denoising step. Revisiting recent single-image 3D foundation models, we show that explicitly routing each voxel to its most informative image is sufficient to unlock strong performance on inconsistent multi-image inputs. Based on this observation, we propose UMI3D, a training-free and plug-and-play framework that restructures cross-attention for unconstrained multi-image 3D generation. Its core, Simultaneous Focus Cross-Attention (SFC-Attn), activates all conditioning images at each denoising step while allowing each voxel to focus on the single image that best explains it. To enable this routing, we derive the Voxel Reference Score (VRS), a model-intrinsic metric for voxel--image affinity that requires no external matching, segmentation, or correspondence models. Extensive experiments show that UMI3D unlocks the multi-image potential of single-image 3D generation frameworks across diverse tasks. Project Page: UMI3D-Project.github.io.
Zefan Qu, Zhenwei Wang, Gerhard Petrus Hancke +1
Jul 27, 2026cs.LG

Physics-Guided Generative AI for Property-Targeted 3D Porous Media Design

Inverse design of three-dimensional porous media is central to applications in filtration, catalysis, energy storage, fuel cells, thermal management, and biomedical scaffolds, but remains challenging because many distinct pore geometries can share similar porosity or permeability while small structural changes can strongly affect transport behaviour. This paper proposes a physics-guided generative AI framework for property-targeted porous media design, combining a property-aware variational autoencoder, a conditional latent diffusion model, and an independently trained differentiable structure-to-property surrogate. The framework learns a compact, physically informative latent design space, generates porous structures conditioned on target porosity and directional permeability, and refines generated samples using property-level feedback during denoising and decoding. Experiments on procedurally generated structures and real micro-CT porous-media datasets show improved target-property matching, directional permeability control, and property correlation compared with representative property-aware variational-autoencoder and latent-diffusion baselines. The results demonstrate a scalable route towards controllable inverse design of complex porous geometries and establish a foundation for simulation-informed generative AI tools in engineering and advanced materials discovery.
Peng Wang
Jul 27, 2026cs.CV

SILICA: Repurposing Diffusion Priors for Joint Glass Segmentation and Depth Estimation

Standard depth sensors systematically fail on transparent surfaces, creating corrupted 3D maps and severe navigation hazards. While specialized hardware sensors can detect glass, they lack modularity and have extensive hardware dependencies. Consequently, learning-based monocular depth estimation has emerged as a compelling alternative. However, domain-specific glass-aware monocular depth estimators struggle with unfamiliar indoor layouts; restricted by the severe scarcity of real-world glass depth annotations, they fail to generalize zero-shot to new settings. This motivates us to explore whether the extensive priors of text-to-image diffusion models can enable generalizable perception of transparent surfaces. We introduce SILICA, a unified pipeline leveraging these priors to jointly predict glass segmentation and glass-aware depth. This mutual information exchange establishes a robust spatial hierarchy, entirely eliminating the need for paired real-world glass depth annotations. Subsequently, we use the predicted segmentation mask to explicitly filter incorrect glass depth points from standard sensors, recovering accurate metric glass depth for downstream 3D mapping and autonomous collision avoidance. Supported by our novel Mirage 18k dataset, extensive experiments demonstrate that SILICA achieves remarkable zero-shot transfer across diverse, unseen environments, outperforming state-of-the-art models by almost 20% and setting a new benchmark for transparent surface perception.
Tarun R, Anuj Verma, Laksh Nanwani +2
Jul 27, 2026cs.CV

MATS: A novel multi-modality multi-task learning framework for 3D perception in autonomous driving

Multi-modality data from different sensors provides rich complementary information for 3D perception, becoming an essential component in reliable autonomous driving systems. Current research typically designs intricate and complex fusion strategies to integrate information from multimodal data on a unified bird's-eye-view (BEV) feature map for the joint learning of multiple perception tasks. However, such a single feature map hardly carries sufficient information to simultaneously meet the requirements of various perception tasks, leading to a very limited perception performance. To mitigate this limitation, this paper proposes MATS, a novel multi-modality multi-task learning approach with modality-adaptive BEV fusion and task-specific Mixture-of-Experts (MoE) for 3D perception. Specifically, a simple modality-adaptive BEV fusion module is designed to adaptively recalibrate the BEV features by modeling the global cross-modality dependencies, generating diverse BEV feature maps for various perception tasks. For joint multi-task learning, this paper proposes a task-specific MoE module to decouple the tasks and enable the network to automatically choose the appropriate BEV feature candidates for each specific task. To validate the effectiveness of the proposed approach, we conduct extensive experiments on the large-scale benchmark nuScenes. With the camera- and LiDAR-modality input data, the proposed approach outperforms the state-of-the-art (SOTA) by a significant margin. Furthermore, the experimental results on the single tasks show that the proposed approach significantly outperforms the baselines. The code and trained models will be available upon publication.
Junchen Huo, Wanming Hao, Song Wang +3
Jul 25, 2026eess.IV

PriSAR: 3D Geometric-Prior-Guided Diffusion for Parameter-Controlled SAR Image Generation

Synthetic aperture radar (SAR) image generation can mitigate data scarcity, but controllablegeneration under sparse observation angles remains difficult. Recent SAR generative studies im-prove texture realism, yet explicit geometry-aware control is still limited. This paper studiesthe focused and verifiable setting of intermediate-azimuth completion: 3D-model-derived geo-metric priors guide a diffusion model to synthesize the views missing from sparse-angle trainingdata. GeoDiff-SAR constructs a lightweight multi-bounce ray-tracing prior, encodes the result-ing point cloud, and fuses it with text conditioning while adapting Stable Diffusion 3.5 Mediumthrough low-rank adaptation. On a real four-category aircraft dataset, GeoDiff-SAR reaches anSSIM of 0.812 and azimuth consistency of 0.940, compared with 0.738 and 0.782 for the text-conditioned SD3.5 Medium baseline. The same sparse-angle protocol on five MSTAR vehicleclasses yields an SSIM of 0.878 and azimuth consistency of 0.917. These results support theconclusion that a lightweight 3D geometric prior improves viewpoint adherence for controllableSAR generation; it is intended as generation guidance rather than high-fidelity electromagneticreconstruction.
Fan Zhang, Xuanting Wu, Fei Ma +2
Jul 24, 2026cs.GR

Meshless Domain Randomization via Explicit Parameter Perturbation of 3D Gaussian Splatting

Domain Randomization (DR) is a standard technique for closing the Sim-to-Real gap, yet traditional DR pipelines rely on classical computer graphics rendering driven by polygon meshes. For complex organic subjects, such as insect specimens, extracting and rendering textured meshes is challenging. To address this issue, we propose a meshless DR framework that operates on the parameter space of 3D Gaussian Splatting (3DGS). Our method employs two independent perturbation pipelines to synthesize randomized training datasets. First, a Photometric DR pipeline alters the baked illumination and color balance by modulating the Spherical Harmonics (SH) coefficients. Second, a Procedural DR pipeline isolates the subject's geometric shape by replacing its original textures with 3D spatial noise. Finally, these perturbed radiance fields are composited over stochastically varied backgrounds using a rasterization engine. Our parameter manipulation provides a meshless alternative for generating robust datasets for complex geometries.
Felipe Nunes Carbone de Carvalho, Joyce de Morais Souza, Alan de Aguiar +2
Jul 24, 2026cs.AI

SceneActBench: Can Agents Act on the 3D Scenes They See?

Vision-language model (VLM) agents increasingly use tools to act on 3D scenes rather than only describe them. Existing 3D benchmarks score textual responses or single-object operations, leaving agent action on complete multi-object 3D scenes under evaluated. We present SceneActBench, a benchmark for visually conditioned action across five 3D tasks under a unified agent-environment loop. Given PNG images or sampled video frames and, where applicable, supplied 3D assets, an agent acts on a 3D environment. We evaluate each final output against hidden ground truth with task-specific geometric metrics. SceneActBench comprises five tasks built from 210 source instances, yielding 520 task cases including paired input conditions. Every task runs through one fixed agent loop to keep the comparison fair. Across eleven proprietary VLM configurations, Overall scores span 38.6-50.2, and none performs consistently well across tasks. We further analyse where and how failures manifest.
Yifei Zhao, Xiangxin Zhou, Wenhao Yang +11
Jul 24, 2026eess.IV

Metric Surface Reconstruction of Neurosurgical Scenes from Monocular Operating Microscope Images and Microscope Pose

Objective: We evaluated whether metric 3D geometry of neurosurgical operative exposure can be recovered from standard monocular operating-microscope images combined with microscope pose data. Methods: In a phantom-based laboratory study, two aneurysm training phantoms were imaged with a ZEISS Pentero 800 microscope integrated with Brainlab Cranial Navigation. Microscope images from the standard composite video output were stored with synchronous microscope poses. After intrinsic and extrinsic calibration, depth was estimated with the pretrained Depth Anything 3 model without task-specific fine-tuning. Fused point clouds were converted to meshes using Poisson surface reconstruction. Reconstructions were compared with reference surfaces from structured-light scanning and fine-slice CT. Results: For phantom A, representing a deeper surgical corridor, reconstruction accuracy ranged from 1.95 ±\pm 1.70 mm to 2.33 ±\pm 2.15 mm. For phantom B, representing a directly exposed surface, accuracy ranged from 1.02 ±\pm 0.93 mm to 1.52 ±\pm 1.21 mm. Larger image sets mainly improved completeness, while accuracy remained within a narrower range. Corridor analysis showed preservation of overall geometry with local deviations in incompletely reconstructed regions. Conclusions: Standard monocular microscope images combined with navigation-derived pose data can reconstruct millimeter-range 3D surfaces using a foundation-model-based pipeline. These results show technical feasibility in a controlled phantom setting and support further development toward objective quantification of operative exposure, image fusion, and characterization of working spaces for future surgical instrumentation.
Thomas Bucher, Didier Neuenschwander, Thomas Petutschnigg +4
Jul 23, 2026cs.CV

Toward High-Fidelity 3D Point-Cloud Learning for Brain Folding Morphology Prediction Using Trans-Unet

Learning high-fidelity point-cloud features in the 3D space poses significant challenges, including permutation invariance, lack of local context, difficulty in fine-grained surface reconstruction, and high computational cost. In this article, we propose Trans-Unet, a novel framework that addresses these issues by first tansforming 3D point-cloud data into a 2D grid domain and then employing a U-shaped hybrid model that integrates Convolutional Neural Networks, and self-attention mechanisms. The proposed Trans-Unet effectively learns and reconstructs precise features from high-resolution 3D point-cloud data (with 40,401 points in surface and 2,382 points in fiber) derived from a predefined finite element brain patch growth model, enabling accurate prediction of brain folding patterns. By combining multiple techniques, Trans-Unet leverages the complementary strengths: the 3D-to-2D transformation preserves fine-grained structural information while significantly reducing computational cost and the curse of dimensionality; convolutional blocks capture hierarchical, low-level local representations; and the self-attention mechanism models global, high-level semantics and long-range dependencies. The dataset consists of 3D point-clouds containing both brain surface patches and fiber information generated by a large-scale finite element model. Trans-Unet is applied to predict brain surface folding from the initial state (state 0 or states 0-2) to the final state (state 3). Experimental results demonstrate that Trans-Unet achieves high-resolution predictions of brain patch growth, surpassing existing methods in both fidelity and accuracy.
Geran Zhao, Xiaotian Li, Poorya Chavoshnejad +4
Jul 23, 2026cs.CV

3D-Aware VLMs with Implicit and Explicit Geometries

Despite rapid progress, most existing vision-language models (VLMs) built from 2D visual inputs often struggle when handling various 3D tasks that require fine-grained spatial understanding and reasoning. To bridge this gap, we present VLM-IE3D, a unified framework that enhances the 3D spatial awareness of VLMs by equipping them with both implicit and explicit 3D geometries learned from RGB videos. Our VLM-IE3D introduces Implicit Geometry Tokens (IGTs) that capture high-level geometric priors from input videos, as well as complementary Explicit Geometry Tokens (EGTs) that encode detailed geometric structures from reconstructed 3D attributes. On top of that, VLM-IE3D comes with a 3D-aware adapter that effectively fuses the two types of geometric representations with 2D visual cues. This RGB-only design injects strong 3D inductive biases for fine-grained spatial understanding and reasoning without requiring any additional 3D inputs. Extensive experiments show that VLM-IE3D achieves superior performance consistently across various 3D tasks including 3D video detection, 3D visual grounding, 3D dense captioning, and spatial reasoning. Code and models are available at https://github.com/Vegetebird/VLM-IE3D.
Wenhao Li, Xueying Jiang, Quanhao Qian +4
Jul 22, 2026cs.CV

Axolotl3D: a Unified Framework for Faithful 3D Shape Completion

Recent 3D generative models produce high-quality geometry from a single image using large-scale priors and diffusion architectures. However, they assume complete visibility and single-view inputs, limiting applicability in multi-view, occluded, or editing scenarios. Although prior works address these challenges individually, they lack a unified framework for controllable 3D completion under diverse conditioning signals. We present Axolotl3D, a multi-modal and occlusion-aware 3D generation model that jointly conditions on images, visibility masks, camera parameters, and a partial point cloud. The point cloud serves as a geometric anchor promoting faithful shape completion, while camera parameters ensure consistent multi-view alignment in a shared 3D coordinate system. A unified training strategy synthesizes diverse conditioning regimes from large-scale 3D data, enabling robust cross-modal reasoning. Experiments on Toys4K and OmniObject3D demonstrate state-of-the-art performance under both clean and occluded settings, as well as strong results in real-world reconstruction and geometry-consistent editing.
Anita Hu, Maria Shugrina
Jul 22, 2026cs.CV

Masked Topology Modeling for Self-Supervised Learning on Parametric CAD

Computer aided design (CAD) is ubiquitous: virtually any modern object was designed using editable CAD tools. However, with the shortage of available CAD datasets in its native editable and parametric format, boundary representation (B-Rep), it is ever more important to develop data-efficient methods for this domain. We present a new self-supervised pretraining task, Masked Topology Modeling (MTM), that leverages the face-adjacency graph, an induced structure unique to B-reps that the encoder can be asked to reconstruct. MTM masks a fraction of edges and trains a small head to predict each masked edge's convexity and curve type from the encoder's post-message-passing face features. We combine MTM with a MoCo-style momentum-queue contrastive learning over B-rep-aware augmentations, a BFS-connected face-region masked-reconstruction objective, and pretraining on the ABC dataset and our new procedurally generated dataset to show strong performance on a number of benchmarks.
Heinrich Jiang, Jennifer Jang
Jul 22, 2026cs.GR

Nova3D: Code-Native Generation of Programmable 3D Assets

Current 3D generative models mostly produce a final surface: a visually strong but largely opaque mesh. Interactive 3D worlds need more than a surface. They need named parts, an assembly hierarchy, measurable constraints, local edit handles, and joints for articulation. We present Nova3D, a system that generates 3D assets as executable Blender source code; the compiled mesh, a binary glTF (GLB), is treated as the artifact, not the asset. Because the output is a program, semantic handles exist at generation time rather than being recovered afterward by segmentation or rigging. We evaluate on Nova3D-Bench, a frozen, spec-grounded benchmark of 54 items across six domains and three difficulty levels with text and image inputs, against eleven baselines in four families (mesh-native, part-structured, code-native, and CAD) plus a same-LLM ablation. Nova3D produces an executable program and a valid artifact for 54/54 items. Every asset exposes named parts organized in a parent-child assembly tree; no mesh-native, CAD, or segmentation baseline exposes either. It satisfies 51/52 prompt-stated numeric and count constraints (best baseline: 11/52), passes 14/18 blinded local edits with locality preserved in 18/18, and articulates 59 joints across 12 assets at 98.3% geometric validity, where every baseline exposes zero native joints. Its geometry is competitive: it wins the structured domains in a pairwise shape-quality tournament and is second only to the strongest mesh-native model, while conceding texture realism to baked-PBR systems. The central result is representational: code-native generation turns a generated 3D object from an opaque surface into a programmable asset that downstream systems can inspect, measure, edit, and animate.
Nimra Noor, Muhammad Bilal, Abdullah Hussain +1
Jul 22, 2026cs.CV

Calibration-Free 3D Multi-Camera People Tracking for Indoor Environment

Multi-Camera People Tracking (MCPT) traditionally relies on precise intrinsic and extrinsic camera calibration to project 2D detections into a unified 3D world coordinate system.However, manual calibration constitutes a major bottleneck in large-scale dataset generation from unconstrained video archives. This work proposes a unified calibration-free 3D MCPT framework that infers geometric structure directly from visual data using deep foundation models. The system integrates anchor-free detection (YOLOX), robust tracking (BoT-SORT), omni-scale appearance embedding (OsNet), pose estimation (HRNet via MMPose), and transformer-based geometric reconstruction using the Visual Geometry Grounded Transformer (VGGT). A pose-guided 3D lifting strategy projects head keypoints onto a reconstructed manifold, eliminating dependence on ground-plane homography. Global identity association is formulated as hierarchical agglomerative clustering under a joint appearance-geometry cost with strict velocity gating. Evaluation on the AI City Challenge 2024 demonstrates a HOTA score of 53.13% without access to ground-truth calibration matrices, establishing a strong baseline for purely vision-based 3D tracking.
Ponleur Veng, Dominique Vaufreydaz, Phutphalla Kong
Jul 22, 2026cs.CV

G-MAD: A Game-Based Data Generation Framework for Multi-View RGB-T Aerial Object Detection

This work introduces G-MAD, an open-source framework that uses Arma3 to generate synchronized multi-view RGB-T data for aerial object detection. G-MAD addresses key limitations of real-world aerial dataset construction, including limited viewpoint control, imperfect RGB-T alignment and high annotation cost. The framework supports structured scenario specification, controllable multi-view camera placement, simultaneous visible/thermal capture, and automatic bounding box annotation using engine-level geometric metadata. These capabilities enable controlled studies of viewpoint variation, multi-modal fusion, and synthetic-to-real transfer in aerial object detection. Besides, using G-MAD, we construct and release AMOD, a new large-scale multi-view aerial RGB-T object detection benchmark. The source code and the dataset are available at https://unique-chan.github.io/G-MAD-Project.
Yechan Kim, JongHyun Park, Dongho Yoon +2
Jul 21, 2026cs.CV

D3VL: Understanding Driving Scenes from 3D Time Series Data and Video with Language Models

Recent advances in Multimodal Large Language Models (MLLMs) have triggered the development of end-to-end MLLMs for autonomous driving. However, the main emphasis to date has been for MLLMs using 2D images and videos. In contrast, this paper considers MLLM effectiveness using 3D sensors, particularly LiDAR and stereo cameras. LiDAR presents unique challenges to integration within an MLLM, largely because of data sparsity and lack of a grid structure for the data. For similar reasons, fusion of camera and LiDAR data within an MLLM pipeline is also uncommon. However, most autonomous systems rely on LiDAR-based sensing, and incorporating 3D data has been proven to improve performance in traditional 3D scene perception tasks. This paper presents D3VL, a novel MLLM framework that integrates 2D and 3D time-series data in a single but simple architecture. The model aims to answer questions involving traffic scene understanding and safety. D3VL shows an 11% improvement in the KITTI Question-Answering (QA) dataset compared to baseline methods in processing 2D and 3D time-series data. This paper further introduces the Waymo QA dataset extension, which assesses models' capabilities in processing 3D and time-series data under diverse driving conditions. D3VL implementation code and WaymoQA extension can be found on our supplemental website: https://automotivesafety-lvlm.github.io
Heesang Han, A. Lynn Abbott, Abhijit Sarkar
Jul 21, 2026cs.CV

CR-Refiner: An Object-Centric Optimal Transport Reranker for Edit-Conditioned 3D Scene Retrieval

Edit-conditioned 3D scene retrieval pairs a reference 3D room with a natural-language modification and retrieves rooms from a corpus that satisfy the edit. Three lines of prior work each fall short on this task. 2D composed image retrieval reasons over pixel-level edits and has no primitive for 3D object sets. 3D foundation encoders embed individual objects but cannot compose at the scene level. 3D scene-grounding methods localize references inside a static scene rather than rank modified rooms across a corpus. We present CR-Refiner, a training-free reranker that wraps any base retriever's top-K candidates with three components. A frozen LLM parses the edit into a structured query entity, and each candidate is scored by an unbalanced optimal-transport problem over a 1xG cost matrix coupling category, style, material, and geometry. The unbalanced solver lets the single-entity query drop mass on irrelevant objects, modelling the asymmetry directly. An axis-conditional structural prior adds size-keyword cues for geometric edits and subject-anchor direction cues for spatial edits. An LLM verifier refines the top three candidates with continuous confidence. Because no benchmark evaluates compositional matching over 3D object sets, we additionally release 3D-CER, 4,963 edit-conditioned queries over a 23,381-room indoor corpus across five edit axes, with multi-positive ground truth, CIRR-style hard subsets, and zero-target adversarials. Across three qualitatively distinct base retrievers, CR-Refiner consistently improves hard-subset R@1 and mAP@10 on every edit axis.
Hao Wu, Jinjing Zhu, Nanyu Wu +4
Jul 21, 2026cs.LG

GEqTrain: A Configuration-Driven Framework for Retargeting Equivariant Graph Neural Networks Across 3D Scientific Tasks

Equivariant graph neural networks provide a powerful modeling language for three-dimensional scientific data, but their reuse is often limited by implementations tied to specific tasks, outputs, and training regimes. We present GEqTrain, a configuration-driven framework that separates dataset semantics, model composition, and training objectives. Raw data are mapped to typed node-, edge-, and graph-level fields, while model stacks, losses, and training workflows are assembled declaratively through Hydra configurations. A shared equivariant backbone and training infrastructure can therefore be retargeted to a new task primarily through configuration. We demonstrate this flexibility on three different problems handled within one software stack: coarse-grained-to-atomistic backmapping of biomolecular systems, prediction of NMR chemical shifts in molecular solids, and equivariant generative modeling. Our aim is not to surpass individually optimized task-specific systems, but to show that a shared representation and training infrastructure can achieve competitive accuracy across qualitatively different tasks at the cost of a configuration change. We further introduce GEqDiff, a generative extension based on equivariant flow matching. GEqDiff treats user-defined equivariant fields as first-class generation targets, jointly transporting Cartesian positions and non-scalar node fields spanning representations up to l=3 within a single equivariant flow. We validate this capability on a controlled synthetic benchmark inspired by protein secondary-structure motifs, showing that fields with heterogeneous transformation properties can be reconstructed jointly and with high fidelity. By reducing the software overhead of moving between predictive and generative, scalar and tensorial settings, GEqTrain aims to make equivariant modeling more reproducible, extensible, and reusable.
Daniele Angioletti, Marco Nobile, Vittorio Limongelli
Jul 21, 2026cs.CV

CoGoal3D: Collaborative 3D Object Detection with 3D-Aware Fusion and Refinement

V2X collaborative object detection features overcoming the limitations of single-vehicle systems by aggregating environmental features from multiple collaborative agents. However, existing mainstream V2X perception methods mainly focus on 2D BEV object detection. When 3D detection task is concerned, inferior results are obtained because they ignore the 3D spatial misalignment caused by differing height and attitude among the collaborators. In this paper, we propose a novel collaborative 3D object detection framework called CoGoal3D, which extracts and refines the 3D feature gradually in a two-stage pipeline. In the first stage, a multiscale 3D-aware global fusion module is designed to mitigate the 3D spatial misalignment. The resulting proposals are then refined in the second stage with an auxiliary task of 3D point reconstruction. An effective multi-agent collaborative data augmentation strategy is further proposed to enrich the training data while minimizing information loss. Extensive experiments on public real-world datasets demonstrate that our CoGoal3D achieves new state-of-the-art performance, with 3D AP@0.7 improvements of 10.86%, 10.34%, and 10.18% on the DAIR-V2X, V2V4Real, and V2X-Real datasets, respectively. Code is available at https://github.com/Megalo-f/CoGoal3D.
Zhihao Yang, Zhiyu Xiang, Peng Xu +5
Jul 21, 2026cs.CV

Reliability-Aware 3D Geometric Injection for Universal Person Re-identification

Universal person re-identification (ReID) aims to retrieve pedestrian identities across diverse real-world scenarios, including severe occlusions, clothing changes, and cross-modality shifts, within a unified model. However, existing 2D representations fundamentally struggle with spatial ambiguities due to a lack of depth and topological awareness, while naively introducing monocular 3D priors often causes severe negative transfer due to geometric estimation noise under extreme visual degradation. To safely harness the clothing-invariant and canonical structural properties of 3D geometry, we propose UniGeo, a Universal Monocular 3D-Enhanced ReID framework driven by a Consistency-Aware Reliability Gate and Dual-Stream Residual Fusion. Specifically, the processing of 3D information is strategically decoupled into geometric extraction and dynamic utilization. To provide pure structural compensation, we project monocular 3D parameters into kinematic joint representations, explicitly capturing instance-level geometric topology to resolve appearance-based ambiguities. To robustly incorporate these cues without perturbing the reliable 2D feature space, we isolate the 3D prior as a late-stage structural residual; modulated by the consistency-aware gate, this mechanism adaptively filters geometric noise and enables controlled fallback to the pure 2D baseline. Extensive experiments show that our method improves challenging, structure-sensitive scenarios while preserving competitive performance on clean domains. Code is available at https://github.com/BohanSu/UniGeo.
Bohan Su, Jiashuo Wang, Fangyi Liu +1
Jul 20, 2026cs.CV

AniGS: Bridging Rendering and Diffusion Prior for 3D Scene Animation

Novel view rendering of large and complex reconstructed scenes is becoming increasingly photorealistic. However, most reconstructions remain static and lack the ambient motion that makes environments immersive. We present AniGS, a method for scene-level animation of 3D Gaussian Splatting (3DGS) reconstructions that adds subtle, distributed dynamics, e.g., vegetation motion, while preserving rigid structures. Unlike existing 3D animation techniques which are limited to object-centric subjects or small regions, AniGS is designed for large, cluttered, navigable scenes. AniGS represents the scene with a canonical 3DGS and models motion using a time-conditioned deformation field. To animate the entire scene, we leverage a pretrained video diffusion model and introduce an iterative dataset--model update strategy that progressively expands viewpoint coverage and repeatedly updates camera-fixed training videos using a render-and-refine scheme. To prevent artifacts from unintended motion in static areas, we further introduce a composed video-to-video refinement scheme that restricts motion to desired regions. Experiments on five real-world, large-scale outdoor scenes demonstrate that AniGS produces natural ambient dynamics and high-quality novel view videos, enabling more immersive viewing experiences of reconstructed environments.
Yen-Chi Cheng, Chen Gao, Chuhan Chen +8
Jul 20, 2026cs.CV

VGOcc: Learning Visual-Geometric Gaussians for Vision-Centric 3D Driving Occupancy Prediction

Vision-only occupancy prediction requires recovering a semantic 3D occupancy field from calibrated surround-view images, where each view provides observations with ambiguous depth along camera rays. Existing methods have progressed from dense structured representations to sparse Gaussian primitives, improving the efficiency of 3D scene representation. However, Gaussian learning still relies primarily on image domain features, which provide limited explicit geometric information for volumetric reasoning. Our key observation is that effective Gaussian occupancy modeling requires not only sparse primitives, but also richer geometric and semantic learning cues. In this paper, we propose VGOcc, which learns visual and geometric cues from foundation models for Gaussian modeling. VGOcc incorporates these cues into primitive initialization and refinement, yielding a representation termed Visual-Geometric Gaussians tailored to semantic occupancy prediction. Specifically, we propose Visual-Geometric Gaussian Birth to form spatially balanced Gaussian centers from ray depth hypotheses, while visual semantic features initialize primitive attributes. Next, we design Pose-Aware Feature Learning to combine foundation tokens with camera embeddings and calibrated ray information. Features from neighboring views are then aggregated at projected 3D locations for each Gaussian refinement stage. Finally, Gaussian decoder refines birth Gaussians with pose-aware features and renders them into semantic occupancy. Experiments on nuScenes demonstrate that VGOcc achieves state-of-the-art performance in vision-only 3D occupancy prediction. Codes will be available at https://github.com/JHLin42in/VGOcc.
Junhong Lin, Xianda Guo, Kangli Wang +4
Jul 20, 2026cs.CV

QIRF Quantum-Inspired Non-Orthogonal Function-Space Compression for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) achieves high-quality real-time rendering by representing a scene with a large collection of anisotropic Gaussian primitives. However, complex scenes often require millions of Gaussians, resulting in substantial storage and rendering costs. Existing compression methods mainly reduce redundancy through primitive-wise pruning, attribute quantization, clustering, or neural coding, while redundancy caused by strongly overlapping and non-orthogonal Gaussian basis functions remains largely unexplored. We present QIRF, a quantum-inspired non-orthogonal function-space compression method for 3D Gaussian Splatting. QIRF models neighboring Gaussian primitives as a local non-orthogonal basis and formulates primitive reduction as a subspace-aware selection problem. Specifically, an analytic Gaussian overlap matrix and a radiance-response density matrix are constructed to characterize functional redundancy and rendering relevance. Generalized eigendecomposition is then used to identify the dominant local subspace and select representative Gaussian primitives. An RRDM-based response model and detail-aware safeguarding further preserve visually important high-frequency structures under aggressive pruning. Experiments on 13 scenes from Mip-NeRF 360, Tanks and Temples, and Deep Blending show that QIRF reduces the Gaussian count and raw PLY storage by 71.7 percent on average, corresponding to approximately 3.54 times compression, while maintaining reconstruction quality comparable to 3DGS and achieving a marginal average PSNR improvement of 0.10 dB. QIRF also improves the average rendering speed over 3DGS by 34.3 percent. These results suggest that non-orthogonal function-space redundancy is an important yet underexplored source of representational redundancy in explicit Gaussian radiance fields.
Shizeng Jiang, Hao Zhang, Xuerui Ma +2
Jul 20, 2026cs.CV

When 2D Cues Fail: Improving Image Manipulation Localization with Reliable 3D Geometry

Existing image manipulation localization (IML) methods rely heavily on 2D forensic cues, such as low-level artifacts, noise traces, and semantic inconsistencies in the manipulated image. While effective in many cases, these cues become much less discriminative when manipulated regions are well blended with their surrounding context in appearance. In such cases, a manipulated region may remain locally appearance-consistent, but still violate the geometric structure of the surrounding scene. This limitation motivates us to go beyond purely 2D evidence and introduce geometric reasoning into IML. To this end, we leverage monocular reconstruction to obtain auxiliary geometric cues, including depth and surface normals. However, a key challenge lies in the fact that reconstructed geometry on manipulated images is inherently noisy and cannot be used naively. Rather than treating depth and normals as direct evidence, we estimate their reliability and exploit them selectively for localization. Based on this principle, we design a geometry-aware framework (GFrame) that fuses reliable geometric cues with RGB features and propagates them across scales to improve fine-grained localization. Extensive experiments show that the proposed method achieves excellent performance under limited budget constraints. These results indicate that reliable 3D geometry provides complementary forensic evidence beyond traditional 2D cues for IML. Related code will be released.
Guofeng Yu, Zhiqing Guo, Dan Ma +1
Jul 20, 2026cs.CV

SAMRI-3D: Adapting SAM2 for 3D MRI Segmentation with Global Volume Tokens

Foundation models such as Segment Anything Model 2 (SAM2) have transformed natural-image and video segmentation, and recent work has begun adapting them to medical imaging. These adaptations, however, are largely general-purpose models that treat MRI as one modality among many; large-scale, MRI-specific modelling and benchmarking remain limited, even though MRI's low soft-tissue contrast leaves many boundaries effectively invisible on individual slices. We present SAMRI-3D, a benchmark and method for 3D MRI segmentation with SAM2. The SAMRI-3D benchmark is the largest MRI-only evaluation to date - 10,392 volumes from 34 datasets (27 public, 7 in-house) spanning 12 anatomical domains and 10+ sequences, with explicit seen/unseen splits. Freezing the image encoder and fine-tuning only the lightweight decoder and memory modules raises mean Dice from 0.58 (zero-shot SAM2) to 0.76, surpassing recent SAM-based medical models (SAMed-2 0.69, Medical-SAM2 0.49, SAM-Med3D 0.37) with strong statistical significance. To target invisible boundaries, we introduce Global Volume Tokens (GVT): persistent memory tokens trained with a Truncated Signed Distance Field (TSDF) reconstruction objective that is discarded at inference (zero added cost). This full model, SAMRI-3D, attains the best accuracy (0.78) and lowest variance across all 34 datasets and, uniquely, shows no drop on 8 held-out datasets (0.79 unseen vs. 0.78 seen); per-sequence analysis confirms the TSDF objective helps most where per-slice contrast is weakest. We will release the benchmark, code, and models in this paper.
Zhao Wang, Wei Dai, Hongfu Sun +2
Jul 20, 2026cs.CV

MoGe-3: Fine-Detail Monocular Geometry Estimation with Self-Guided Sparse Volumetric Refinement

Monocular geometry estimation has recently achieved impressive performance across diverse scenes. However, state-of-the-art models still face notable distortion in local 3D structure, especially in fine details, like thin structures and small objects. We attribute this limitation to an architectural mismatch: most current models decode 3D geometry within a 2D parameterization, where feature interactions are governed by image-plane proximity rather than true 3D spatial relationships. This inadvertently mixes features from geometrically distant surfaces, resulting in over-smoothed geometry particularly around thin or elongated structure. In this paper, we propose MoGe-3, a fine-detail monocular geometry estimation model with Self-Guided Sparse 3D Refinement (SSR) that lifts monocular geometry modeling from 2D image space to 3D space for high-fidelity metric-scale point maps. MoGe-3 lifts the coarse point map from a foundation base model onto a sparse voxel shell and refines it via SSR. The SSR employs sparse convolutions that aggregate features based on 3D spatial locality, avoiding feature mixing across depth discontinuities. Extensive experiments on diverse datasets demonstrate that MoGe-3 significantly outperforms existing approaches in recovering fine detailed 3D geometry across both quantitative metrics and qualitative visualizations. Project page: https://qft-333.github.io/moge3page/
Lingyu Kong, Ruicheng Li, Ruicheng Wang +4
Jul 20, 2026cs.CV

MuViSeg: Multi-View Segment Correspondences from Dense Geometry Priors

Classical image correspondence is solved at the level of sparse keypoints or dense pixels, but the systems that consume these matches - object-level mapping, topological navigation, scene-graph maintenance - reason about whole objects. Recent work narrows this gap by matchng directly at the level of instance segments: a class-agnostic segmenter partitions each image, and per-segment descriptors are obtained by pooling features from large 3D foundation models over the masks. We build on this segment-level matching paradigm and propose three learned matching heads: a LightGlue-style attention head with DoubleSoftmax scoring on frozen MASt3R descriptors; a DPT-style multi-scale fusion module that exposes layered spatial detail from the VGGT foundation model before pooling; and - as our main contribution - a multi-view extension that performs joint self-attention over segments drawn from several views at once, recovering transitive correspondences that strictly pairwise matchers cannot reach. Under a stratified zero-shot protocol on Replica and Virtual KITTI 2 with controlled viewpoint baselines from 0 deg to 180 deg, the LightGlue-style head improves over a parameter-free Sinkhorn matcher on the same MASt3R backbone by +4.85 AUPRC on Replica and +25.9 AUPRC on Virtual KITTI 2. Dropped into the RoboHop topological navigation pipeline on the Habitat-Matterport 3D (HM3D) Instance Image Navigation benchmark without retraining, our multi-view variant raises success rate from 50% to 70%, and our LightGlue-style head raises SPL from 45.7 to 59.1.
Denis Fatykhoph, Timur Akhtyamov, Konstantin Pakulev +2
Jul 20, 2026cs.RO

GeoWorldAD: Geometry World Action Model for Autonomous Driving

Autonomous driving requires both safe and efficient planning decisions in dynamic 3D environments. Although recent Vision/Video-Action models learn policies directly from visual observations and scale well with advances in vision transformers and large-scale training data, they often lack explicit geometric grounding and future-aware spatial guidance, limiting their ability to balance collision avoidance and driving progress. In this work, we propose GeoWorldAD, a geometry world action model that grounds trajectory planning in ego-aligned 3D space and anticipates short-horizon scene evolution with latent future geometry tokens. Present geometry provides essential spatial constraints for safe planning, while future geometry reveals how surrounding agents and ego-centric free space may evolve, reducing overly conservative decisions without sacrificing safety. To efficiently exploit these geometric cues, GeoWorldAD progressively aggregates multi-scale present geometry and latent future geometry through iterative trajectory refinement. Experiments on NAVSIM v1 and v2 demonstrate state-of-the-art performance, highlighting the effectiveness of explicit 3D geometry grounding and future geometry world modeling for safe and efficient autonomous driving.
Songyan Zhang, Jinyuan Tian, Hanbing Li +9
Jul 19, 2026cs.AR

ThAME: 3D Memory-Enabled Heterogeneous Accelerator for LLM Mixture of Experts

Mixture of Experts (MoE) architectures have emerged as a dominant paradigm for scaling Large Language Models (LLMs). However, MoE inference on conventional hardware is constrained by three fundamental bottlenecks. These encompass the massive memory bandwidth required to fetch non-contiguous expert weights, the non-deterministic scatter-gather traffic generated by input-dependent token routing, and the tail-latency dependency imposed by synchronous expert output aggregation. To address these challenges, we propose ThAME, a three-dimensional (3D) heterogeneous multi-chiplet architecture for MoE inference. ThAME employs Ferroelectric Field-Effect Transistor (FeFET)-based non-volatile and DRAM-based volatile memory chiplets with a co-designed compute mapping strategy that aligns the distinct computational profiles of attention mechanisms and expert routing. Furthermore, we design a specialized Network-on-Chip communication backbone optimized to mitigate the bottlenecks associated with non-deterministic token routing traffic across the combinatorial space of input-dependent MoE traffic patterns. Experimental results demonstrate that ThAME outperforms state-of-the-art counterparts by up to 15.7x in terms of speedup and improves energy efficiency by up to 9.8x.
Pratyush Dhingra, Pramit Kumar Pal, Janardhan Rao Doppa +1
Jul 18, 2026cs.CV

Splat-based 3D Scene Reconstruction with Extreme Motion-blur

We propose a splat-based 3D scene reconstruction method from RGB-D input that effectively handles extreme motion blur, a frequent challenge in low-light environments. Under dim illumination, RGB frames often suffer from severe motion blur due to extended exposure times, causing traditional camera pose estimation methods, such as COLMAP, to fail. This results in inaccurate camera pose and blurry color input, compromising the quality of 3D reconstructions. Although recent 3D reconstruction techniques like Neural Radiance Fields and Gaussian Splatting have demonstrated impressive results, they rely on accurate camera trajectory estimation, which becomes challenging under fast motion or poor lighting conditions. Furthermore, rapid camera movement and the limited field of view of depth sensors reduce point cloud overlap, limiting the effectiveness of pose estimation with the ICP algorithm. To address these issues, we introduce a method that combines camera pose estimation and image deblurring using a Gaussian Splatting framework, leveraging both 3D Gaussian splats and depth inputs for enhanced scene representation. Our method first aligns consecutive RGB-D frames through optical flow and ICP, then refines camera poses and 3D geometry by adjusting Gaussian positions for optimal depth alignment. To handle motion blur, we model camera movement during exposure and deblur images by comparing the input with a series of sharp, rendered frames. Experiments on a new RGB-D dataset with extreme motion blur show that our method outperforms existing approaches, enabling high-quality reconstructions even in challenging conditions. This approach has broad implications for 3D mapping applications in robotics, autonomous navigation, and augmented reality. Both code and dataset are publicly available on https://github.com/KAIST-VCLAB/gs-extreme-motion-blur.
Hyeonjoong Jang, Dongyoung Choi, Donggun Kim +2
Jul 18, 2026cs.CV

SPARE-GS: Structural Parsimony and Resource Efficiency for 3D Gaussian Splatting

3D Gaussian Splatting (3DGS) achieves high-fidelity novel view synthesis in real-time; however its training efficiency and representation compactness are hindered by excessive primitive proliferation. To address this challenge, we formulate the structural evolution of 3DGS as a global budget-constrained optimization problem and derive an optimality condition, which requires the marginal utility of structural resources to be balanced across spatial regions under a finite primitive budget. Based on this formulation, we propose SPARE-GS, a general plug-and-play framework that dynamically aligns the distribution of 3D Gaussian primitives with regional representational demand. SPARE-GS estimates capacity-normalized regional demand, assigns adaptive target quotas, and uses regional budget deviations to coordinate densification, pruning and adaptive termination toward a more balanced structural allocation. Extensive experiments across standard, accelerated, and structure-enhanced 3DGS pipelines demonstrate that SPARE-GS reduces the Gaussian count and training time by an average of 30.38% and 23.81%, respectively, while improving the average PSNR. Moreover, the resulting compact representations reduce downstream processing time and improve the rate-distortion performance of diverse compression and pruning methods, demonstrating the broad applicability of global structural budget regulation.
Zhang Chen, Shuai Wan, Fuzheng Yang +3
Jul 17, 2026cs.LG

EA-RMENet -- Path Loss Prediction in Urban Environments using Deep Learning

Accurate path loss prediction is a critical component of wireless network planning. Current path loss prediction methods typically struggle to balance the trade-off between accuracy and computational efficiency. This paper proposes the Efficient Attention Radio Map Estimation Network (EA-RMENet) which is an image data-driven, deep learning (DL) model designed for radio map estimation (RME). EA-RMENet uses a U-Net framework with an EfficientNetB5 encoder, Attention Gated (AG) skip connections, and Atrous Spatial Pyramid Pooling (ASPP). The EfficientNet encoder uses compound scaling to balance accuracy and efficiency. AG skip connections suppress irrelevant features, and the ASPP captures a multi-scale context. The model has a test prediction RMSE of 0.0334 on the RadioMapSeer3D dataset with an inference time of 0.022 seconds/sample. In the ICASSP 2023 Radio Map Prediction Challenge, the model ranks third with a competitive RMSE of 0.0406 this highlights the models potential for real-world RME.
Jonathan O'Shea, Conor Brennan
Jul 17, 2026cs.RO

Vision-Language-Motion Maps: An Open-Vocabulary, Uncertainty-Aware, Queryable Motion Attribute for 3D Scene Maps

Open-vocabulary 3D maps let robots answer language queries about what and where, but they assume a static world and cannot answer queries about how scene elements behave. We introduce Vision-Language-Motion Maps (VLMM), an open-vocabulary, language-queryable 3D map - queried through a rule-based intent router over open-vocabulary object nouns, not a general natural-language interface - in which each element carries a fused motion attribute: a VLM/LLM semantic movability prior combined with geometrically observed cross-frame motion, together with a per-element uncertainty. Queries reduce to attribute filters that distinguish what has been seen to move, what could move but has not, and what stays still. On a controlled simulator benchmark with exact ground truth (AI2-THOR, three scene types) we show through ablation that the schema fields are non-substitutable: a semantic-only baseline fails motion queries even with strong features, and neither motion field substitutes for the other (the prior cannot answer "what is moving," observed motion cannot answer "what could move"). On real dynamic RGB-D (TUM and Bonn, six sequences) we show the uncertainty channel - our key difference from prior fused-motion work - consistently improves moving-vs-static average precision and reduces false motion flags, and that it is robust to estimated (noisy) poses. The raw confidence is not calibrated, but post-hoc isotonic calibration reaches an expected calibration error of 0.10. VLMM is a representation contribution: the closest prior maps each lack at least one of the four properties - open-vocabulary, language-queryable, fused prior-and-observed motion, and per-element uncertainty - that our combination provides.
Dibyendu Ghosh, Ayushi Shakya
Jul 17, 2026cs.CV

PIXIE: A Zero-Shot texture-invariant 6D pose estimation framework for unseen objects with assembly defects

6D pose estimation remains a key challenge in robotics and computer vision, particularly in industrial environments. The deployment of currently available data-driven methods is often limited by resource-intensive data pipelines, reliance on textured 3D models, and sensitivity to geometric deviations caused by damages or assembly defects. We present PIXIE, a zero-shot framework that estimates the 6D pose of an object from an RGB image using only an untextured 3D model. Synthetic depth and normal maps are rendered from sampled reference viewpoints and matched to the query image via a pretrained cross-modality feature matcher. Matched keypoints are back-projected to obtain 2D--3D correspondences for PnP-based pose estimation. Relying exclusively on geometry makes the method inherently robust to lighting and texture variation, while correspondence filtering handles geometric deviations between the model and physical object. We evaluate on widely-used public benchmarks, reporting state-of-the-art results on texture-less objects without object-specific training, and introduce a novel dataset with assembly defects, texture variations, and occlusion to demonstrate real-world applicability.
Leon Jungemeyer, Alejandro Magaña, Gautham Mohan +2