3D Object Understanding

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Period ending 2026-09-21

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722 papers

Latest in 3D Object Understanding

Jul 17, 2026cs.CV

Clarify Before Executing: A Self-Evolving Agent for Resolving Intent Asymmetry in 3D Tool Orchestration

A fundamental intent asymmetry plagues modern 3D asset creation: while state-of-the-art 3D toolchains demand precise, executable parameters, ordinary users typically provide vague, underspecified instructions. Current 3D agents treat this ambiguity as noise, defaulting to blind execution under a single-turn assumption. To address this limitation, we introduce CLARE, a clarification-aware and evolutionary 3D agent that treats intent asymmetry not as an execution error, but as an opportunity for strategic dialogue. By decoupling the generation pipeline into four specialized cognitive roles, CLARE intercepts and resolves underspecified instructions before invoking computationally expensive 3D tools to seamlessly execute tasks across five diverse domains: text-to-3D generation, single-view reconstruction, multi-view reconstruction, point cloud editing, and post-processing. Crucially, rather than relying on rigid manual rules, CLARE self-evolves its clarification policy via simulated multi-turn interactions. By optimizing a Multi-turn Reward, the agent internalizes the delicate balance between interaction efficiency and task completion. To rigorously test this, we construct 3D-Clarify, a comprehensive benchmark comprising 620 interaction scenarios with systematically injected ambiguity, missing information, and mistaken details. CLARE achieves state-of-the-art performance, with 60.40% and 43.34% success rates on single-step and multi-step tasks, respectively, more than doubling existing baselines. Both quantitative and qualitative results demonstrate that proactive clarification is the missing key to robust 3D execution. Code is available at https://github.com/xyzhu1225/CLARE.
Xiaoye Zhu, Weixin Li, Junan Huo +5
Jul 16, 2026cs.RO

SoftNav: Injecting 3D Scene Tokens into VLMs for Embodied Navigation

In goal-directed embodied navigation, where an agent must locate a specified target in an unseen environment, 3D scene understanding and navigation reasoning must work in concert. Current approaches transmit 3D scene information to vision-language models (VLMs) through text, suggesting a representation gap in our tested configurations; a controlled ablation confirms that direct embedding-level transfer significantly outperforms the evaluated text serialization formats. We introduce SoftNav, which injects entity-level 3D continuous representations -- one token per detected object or frontier -- into a VLM's hidden space as soft tokens through a lightweight projector. With the 3D encoder and VLM frozen, only ~1,200 samples and ~17M trainable parameters are needed. On HM3D-OVON, SoftNav achieves 74.2%/68.3%/66.7% SR across three splits, surpassing all prior methods in both SR and SPL; the same navigation policy transfers zero-shot to GOAT-Bench (67.2% SR), SG3D (47.2% s-SR), and real-world robot deployment without retraining or architectural modification. Injecting 3D scene tokens directly into VLMs bridges the representation gap, enabling transferable navigation with minimal training.
Yi Wu, Junjie An, Xiao Liu +6
Jul 16, 2026cs.CV

Breaking the Model Forgetting Cycle in Long-Incremental 3D Object Detection

Incremental 3D object detection requires a detector to learn novel object classes while remembering previously learned ones over sequentially arriving data. Previous methods, primarily based on pseudo-labeling, perform reasonably in short-incremental stages but still suffer from severe model forgetting when dealing with long-incremental sequences. We investigate this failure and reveal a detrimental self-reinforcing cycle: data distribution shift of novel classes causes model forgetting on old classes, which further produces accumulated error in pseudo-labeling that exacerbates model degradation. To address this issue, we draw inspiration from the human learning process and propose the \emph{Learning-Dynamics-driven Memory and Review} (LDMR) framework. LDMR monitors per-class detection quality at periodic training checkpoints and uses these learning-dynamics signals to drive two innovative mechanisms, namely (i) human-like intra-stage review that divides each incremental stage into multiple sub-stages' training and concentrates on remembering the most-forgotten objects, and (ii) scene-aware cross-stage memory evolution that evolves a memory bank to transfer knowledge between two consecutive stages by jointly considering scene learnability and diversity. Extensive experiments across multiple long-incremental protocols on indoor benchmarks SUN RGB-D and ScanNetV2 show that LDMR substantially mitigates the model forgetting and outperforms all baselines by a clear margin. Code is available at https://github.com/qianpeisheng/LDMR.
Peisheng Qian, Jie Xu, Xulei Yang +1
Jul 16, 2026cs.CV

3D Geometric Tooth Alignment Planning via Deep Reinforcement Learning

3D geometric tooth alignment planning, which determines sequential trajectories from initial malocclusion to the final target alignment, is a cornerstone of modern digital orthodontics. This paper presents a novel deep reinforcement learning (DRL) framework to automate the generation of these alignment paths. We formulate the planning process as a Markov Decision Process (MDP) to capture its sequential decision-making nature, focusing on optimizing geometric trajectories while integrating essential spatial constraints, such as inter-dental collision avoidance and path efficiency. The proposed method leverages the Deep Deterministic Policy Gradient (DDPG) algorithm, enhanced by three key innovations: (1) a Transformer-based agent to model complex spatial interactions between teeth and manage high-dimensional state-action spaces; (2) a dynamic masking scheme that restricts movement to a sparse subset of teeth per step, better reflecting the clinical logic of sequential alignment; and (3) a two-stage curriculum learning strategy that gradually increases task difficulty to ensure training stability and efficient path discovery. We evaluate our approach on a dataset of 10K expert-designed treatment plans based on clinical data. Experimental results demonstrate that our method outperforms existing baselines in terms of path safety and geometric efficiency, providing a robust and automated solution for 3D geometric orthodontic alignment planning.
Yong Li, Jianwen Lou, Jiayue Ma +3
Jul 16, 2026cs.CV

G2^2SR: Geometric Methods for Fast and Memory-Efficient Gaussian-based Surface Reconstruction

Few-view surface reconstruction recovers the visible surfaces of a scene from a few posed RGB images, providing the 3D models that robots need to explore and interact online. On mobile platforms, the reconstruction must be fast and geometrically accurate while keeping a small memory footprint to ensure safe and efficient operation. 3D Gaussian Splatting (3DGS) offers a high-fidelity scene representation, but building it from a few views is ill-posed, as many distinct surfaces reproduce the same images, making traditional photometric methods prone to "floater" artifacts. End-to-end methods resolve the ambiguity by regressing splats with large, usually Transformer-based, networks that require heavy compute and memory while generalizing poorly to new scenes. We propose G2SR, which exploits a well-posed core of the task: given cross-view 2D splat correspondences, 3D splats follow analytically from multi-view geometry. G2SR employs a lightweight neural frontend to detect and track 2D Gaussian splats on the image plane and an analytic backend to triangulate each into a metric-scale 3D splat. On ScanNet, Replica, and DTU, G2SR matches or exceeds the geometric accuracy of state-of-the-art end-to-end methods while running at 69-89 reconstructions per second within 203 MB of GPU memory (5-107x less) for 2- and 3-view inputs at 384 x 512 resolution, offering a practical path to online Gaussian-based surface reconstruction.
Dasong Gao, Vivienne Sze, Sertac Karaman
Jul 15, 2026cs.CV

Human4K: A Large-Scale 4K Multi-View Mocap Dataset for Whole-Body 3D Human Reconstruction

Recent advances in 3D human reconstruction have improved overall performance, yet current models still fail in the most challenging real-world scenarios. They often produce unstable geometry, inaccurate limb articulation and unreliable predictions under depth ambiguity or self-occlusion. A key reason is that existing datasets still lack the combination of high-resolution images, high-precision annotations and diverse whole-body motions required to support robust reconstruction. To address this gap, we present Human4K, a large-scale 4K multi-view whole-body human reconstruction dataset with mocap-accurate SMPL-X annotations. Human4K contains over six million 4K images captured by an eight-view high-resolution camera system synchronized with a professional Vicon motion capture setup, covering 11 subjects performing complex, highly articulated and strongly self-occluded full-body motions. All sequences are processed by a Motion-Retargeting and Refinement Module (MRRM) to ensure precise alignment for the full body and extremities. Experimental results show that training with Human4K consistently improves whole-body reconstruction on standard benchmarks, with particularly large gains for hands, feet and depth-ambiguous limb configurations.
Tianshun Han, Ziyu Shi, Lijian Liu +7
Jul 15, 2026cs.CV

M2P-AD: Memory-to-Prototype Learning with Boundary-aware Score Refinement for 3D Anomaly Detection

3D anomaly detection has recently emerged as an important research topic in computer vision. Although existing methods have achieved high performance, excessive anomaly responses in normal regions and false positives near object boundaries remain unresolved challenges. To address these challenges, we propose a novel 3D anomaly detection model, Memory-to-Prototype Anomaly Detection (M2P-AD), which effectively models the distribution of normal features while suppressing excessive anomaly scores in normal regions and false positives near object boundaries. Specifically, we introduce a Memory-to-Prototype (M2P) module that learns representative prototypes from normal feature embeddings to preserve important structural information of objects. In addition, a Boundary extraction (BE) module is integrated to identify object boundaries, and a Boundary-aware score refinement (BSR) strategy is applied to recalibrate anomaly scores by incorporating boundary characteristics. The proposed method is evaluated on Real3D-AD, Anomaly-ShapeNet, and MulSen-AD, achieving state-of-the-art performance. Qualitative results demonstrate that excessive anomaly scores in normal regions are reduced and false positives near object boundaries are suppressed, resulting in more accurate and stable anomaly localization. The results indicate that the proposed approach enables more reliable 3D anomaly detection and provides a robust solution applicable to real-world industrial environments.
Seyoung Jeong, Jong Pil Yun, Sang Jun Lee
Jul 15, 2026cs.CV

HIVE-3D: Hierarchical Voxel Enhancement for High-Quality 3D Scene Generation

Recently, a line of works can generate impressive 3D objects from a single image, but they are limited by restricted representation resolution, making them unsuitable for 3D scene generation. In this work, we introduce HIVE-3D, a novel method for high-quality 3D scene generation based on hierarchical voxel enhancement framework. Specifically, given a single scene image as input, we first produce a coarse initial scene, then introduce image segmentation and attention-based retrieval to align 2D image components with 3D scene components. Subsequently, we organize these scene relations into a hierarchical component tree, where nodes closer to the leaves denote finer-grained components. Finally, we propose a voxel super-resolution model that generates refined voxels for the target instance while maintaining strong consistency with the coarse voxels. Equipped with this model, we perform coarse-to-fine hierarchical super-resolution on images and voxels for each component, producing a high-resolution and high-quality 3D scene. Extensive experiments demonstrate that our method significantly outperforms previous approaches, achieving state-of-the-art performance.
Bin Zang, Wenting Zheng, Xiaoliang Luo +8
Jul 15, 2026cs.CV

TreeSRNF: Square-Root Normal Fields for Generative Modelling of the Geometric and Structural Variability in Tree-like 3D Objects

We introduce a novel mathematical framework for analyzing and generating complex tree-shaped 3D objects, such as botanical trees and plants, which deform both in their 3D geometry and branching structure. Unlike previous works, which either consider only the skeletal structure of tree-like objects or approximate their 3D geometry using branch thickness, the proposed framework accurately models both the 3D geometry of the tree branches and the way they are interconnected. In this paper, we first generalize the Square Root Normal Fields (SRNF) representation, originally proposed for the statistical analysis of genus-0 surfaces, to tree-shaped 3D objects. We then treat tree-shaped 3D objects as points on a novel Riemannian tree-shape space equipped with a novel Riemannian metric that measures the amount of surface bending and stretching, and structural changes one needs to apply to one 3D tree-shape to align it with another. This way, deformations become trajectories in this novel tree-shape space. We analyze the theoretical properties of this novel tree-shape space and the corresponding metric and develop algorithms for computing point-wise and branch-wise correspondences and geodesic paths between complex 3D trees. We finally show how to use these building blocks for (1) computing statistical summaries, \ie means and modes of variation, of collections of tree-shaped 3D objects, and (2) synthesizing novel tree-shaped 3D objects by sampling from probability distributions fitted to a population of tree-shaped 3D objects. We demonstrate the performance and utility of the proposed framework on real and synthetic plants and botanical trees and show that it significantly outperforms the state-of-the-art.
Tahmina Khanam, Hamid Laga, Mohammed Bennamoun +4
Jul 15, 2026cs.CV

DiffGI: Differentiable Geometry Images for High-Fidelity Thin-Shell 3D Generation

Existing 3D generative models predominantly rely on implicit volumetric representations, which enforce watertight topology and struggle to represent thin-shell and non-manifold geometries such as garments. Geometry image-based approaches offer a surface-centric alternative, but existing methods rely on discrete binary occupancy maps whose resolution-dependent boundary encoding causes staircase artifacts and information loss upon downsampling, while surface reconstruction remains a non-differentiable post-processing step disconnected from the learning pipeline. To address this, we propose Differentiable Geometry Image (DiffGI), an end-to-end 3D-to-2D mapping framework that seamlessly integrates surface representation and geometric optimization. DiffGI replaces binary maps with a continuous 2D Truncated Signed Distance Function (TSDF), which encodes boundary position at subpixel precision within a fixed grid resolution, eliminating resolution-dependent staircase artifacts even under aggressive downsampling. Building on this continuous field, we introduce a differentiable Marching Squares algorithm based on analytical linear interpolation, allowing gradients from 3D surface losses to propagate back to the 2D latent space. Leveraging this differentiable pipeline, we train a DiffGI-VAE augmented with a geometry-aware normal rendering loss to compress complex 3D surfaces into an ultra-compact 32X32 latent space, and instantiate a transformer-based latent diffusion model with a flow-matching objective on top of this space for conditional 3D generation. Extensive experiments on garment and object datasets demonstrate that our method achieves superior reconstruction fidelity and boundary precision compared to prior geometry-image and voxel-based approaches, while requiring significantly fewer computational resources.
Eungjune Shim, Hansol Lee, Eunjung Ju
Jul 14, 2026physics.comp-ph

Towards end-to-end optimization in multimaterial 3D printing

Multimaterial 3D printing enables the fabrication of functionally graded components, but optimizing their spatial material distribution alongside structural topology remains a formidable challenge due to high-dimensional design spaces and complex constitutive modeling. This paper presents an end-to-end computational framework integrating sparsified physics-augmented neural networks with finite-element-based topology optimization. By extracting closed-form, composition-aware hyperelastic constitutive laws from experimental data, this approach facilitates exact symbolic differentiation via the adjoint state method implemented with FEniCSx, efficiently circumventing the bottlenecks of applying neural network constitutive models. This pipeline is deployed on soft robotic gripper applications, demonstrating continuous composition optimization for highly anisotropic contact responses, and the concurrent optimization of macroscopic topology and material distribution under non-failure stretch constraints. This methodology could replace laborious empirical prototyping, establishing interpretable machine-learning models as practical, robust design primitives for advanced multimaterial additive manufacturing.
Xue-Ling Luo, Steven Yang, Jingye Tan +3
Jul 14, 2026cs.CV

ViCo3D: Empowering LiDAR-based Collaborative 3D Object Detection with Vision Foundation Models

LiDAR-based collaborative 3D perception in Vehicle-to-Everything (V2X) systems typically relies on fusing bird's-eye-view (BEV) features across agents. However, current BEV representations, typically extracted by LiDAR backbones trained from scratch, are geometry-dominated and lack general semantic priors, inherently limiting the efficacy of feature-level collaboration. Meanwhile, vision foundation models (VFMs) pretrained on large-scale image data have demonstrated strong capability in learning general-purpose and informative visual representations for 2D tasks, and have the potential to enhance agent-wise LiDAR BEV representations for collaboration. Despite this potential, adapting VFMs to LiDAR-based 3D detection remains challenging due to the substantial image-point cloud modality gap. To bridge this gap, we propose ViCo3D, a collaborative 3D object detection framework powered by VFMs. Specifically, ViCo3D adapts VFMs to LiDAR-based collaborative perception from three aspects: First, ViCo3D projects point clouds onto the BEV plane as three-channel images, enabling DINOv2 to extract BEV-space visual features from LiDAR inputs. Besides, to effectively integrate these DINOv2-derived features with LiDAR geometric features, ViCo3D introduces a multi-scale BEV fusion module within the single-agent encoder. In addition, ViCo3D adopts an ego-centric cross-agent fusion strategy to aggregate complementary information from multiple agents. Experiments on DAIR-V2X and V2XSet demonstrate that ViCo3D achieves state-of-the-art 3D detection performance. Remarkably, it delivers up to 1.8x greater collaborative gains than prior methods on DAIR-V2X. The code will be made public available for future investigation.
Haojie Ren, Songrui Luo, Lingfeng Wang +6
Jul 14, 2026cs.RO

VistaVLA: Geometry- and Semantic-Aware 3D Gaussian-Grounded VLA for Robotic Manipulation

Vision-Language-Action (VLA) models have emerged as a powerful end-to-end paradigm for robotic manipulation by mapping language instructions and 2D visual inputs directly to actions. However, these models lack an explicit, scene-level 3D representation, limiting their ability to reason over spatial layouts and geometric constraints. While recent efforts incorporate explicit 3D cues, such as depth maps or point clouds, to improve geometric awareness, they primarily capture low-level structures and lack high-level semantic grounding in 3D space. In human cognition, interaction with the physical world relies on a 3D semantic cognitive map - an internal mental model that integrates spatial layouts with semantic context to enable persistent, viewpoint-invariant reasoning. In light of this, we present VistaVLA, a novel two-stage framework that constructs a geometry- and semantics-aware 3D cognitive representation from 3D Gaussian primitives and grounds it as compact context tokens for VLA policy learning. Specifically, VistaVLA lifts multi-view vision-language features into 3D Gaussian primitives, forming geometry-anchored semantic tokens that align view-consistent spatial grounding with 2D visual feature spaces. To make this 3D representation computationally tractable for effective VLA control, we introduce Merge-then-Query (MtQ), a token summarization mechanism. MtQ compresses dense Gaussian primitives into a highly compact set of spatially informative tokens, achieving a 99% token reduction while preserving action-relevant 3D layouts and semantic context. Extensive evaluations in both simulated and real-world environments demonstrate the effectiveness of VistaVLA. Notably, in real-world scenarios, VistaVLA improves success rates by 22.8% across seven real-world tasks and by 30.0% over the VLA-Adapter baseline on challenging out-of-distribution tasks.
Mohan Liu, Zhihao Gu, Xuanyu Chen +5
Jul 13, 2026cs.HC

Compos3D: Interactive Part-Based Composition for Creative Control in Generative 3D Models

While generative AI has unlocked new opportunities for 3D content creation, current workflows often rely on multiple regenerations, which provides limited control and unpredictable outcomes. We present Compos3D, a system that introduces a compositional workflow for generative 3D modeling through remixing. Instead of repeatedly regenerating models, users generate multiple candidates from text or image prompts, select parts of interest via 2D image regions or 3D mesh segments, and assemble them into a coherent design. The system synthesizes these compositions into a refined 3D model, preserving high-level intent while resolving low-level geometry. To evaluate this approach, we conducted a controlled user study comparing remixing and regeneration workflows across both 2D and 3D modalities. Results show that the remixing workflow provides participants with greater creative control, stronger alignment with their intent, and higher satisfaction. We conclude with design recommendations for future AI-assisted 3D modeling workflows.
Faraz Faruqi, Sean J. Liu, George Fitzmaurice +1
Jul 12, 2026cs.RO

Action Map Policy: Learning 3D Closed-loop Manipulation via Pixel Classification

The action space poses a major challenge in robot learning, since it is often high-dimensional, can span long time horizons, and frequently admits multi-modal optimal solutions. A good choice of action representation and loss function can help to address these concerns, but there are often trade offs. We propose Action Map Policy (AMP), which casts 3D closed-loop manipulation policy learning as a classification problem in image space. While classification has been an effective formulation in generative language models, applying it to robot action learning is difficult because naively discretizing high-dimensional continuous actions explodes the token vocabulary. Our key idea is to project 3D actions onto the camera image planes and treat each pixel location as a discrete class, thus controlling dimensionality while retaining multi-modality. This method supports millimeter-level precision for high-dimensional actions without requiring a prohibitively large vocabulary, while preserving fine-grained pixel-wise visual signals. Furthermore, it can predict the entire action chunk in a single forward pass, avoiding complex noise scheduling and iterative denoising while achieving substantially faster inference than diffusion policies. Experiments on various manipulation tasks show that AMP outperforms strong baselines, achieving higher success rates, faster inference, and enhanced spatial reasoning.
Haojie Huang, Zhang Ye, Linfeng Zhao +7
Jul 12, 2026cs.CV

Incremental Online Scene Reconstruction by 3D Gaussian Triangulation

Incremental scene reconstruction is essential for real-world applications. Although 3D Gaussian Splatting shows strong potential, most existing approaches require offline conversion of the optimized Gaussians into an intermediate implicit field for explicit mesh extraction, which hinders seamless integration with downstream tasks. To address this limitation, we propose a novel online framework that incrementally reconstructs and updates high-fidelity explicit meshes by directly triangulating a dense geometric Gaussian representation, which supports both high-quality rendering and incremental surface reconstruction. Moreover, we present a direct meshing algorithm that efficiently extracts and updates the mesh from the Gaussian set. To ensure mesh accuracy, we enforce a plane-based pulling constraint that dynamically aligns 3D Gaussian primitives to the approximated local surface. Furthermore, our framework significantly reduces memory and computational overhead during long-sequence processing by dynamically freezing fully optimized historical regions. Experiments on public datasets demonstrate that our method outperforms conventional Gaussian-based methods on both rendering quality and reconstruction accuracy.
Yanjin Zhu, Shaofan Liu, Jianke Zhu
Jul 12, 2026cs.CV

Spectral Consistent Flow for One-step 3D Medical Image Translation

We present Spectral Consistent Flow (SC-Flow), a 3D medical image translation framework with a single function evaluation (1-NFE) in the latent space. This approach reformulates medical image translation as a stochastic Brownian bridge process that directly constructs a mapping between source and target modalities by predicting the support regularized mean velocity field. To mitigate modality entanglement, over-smoothing, and artifacts induced by the implicit low-pass modulation of the latent average velocity, we introduce a Spectral Consistency Corrector that dynamically regularizes the evolution of the power spectral density via learnable frequency-domain gain modulation. This mechanism establishes an explicit bridge between spatial textures and spectral energy flow, enabling the model to recover fine-grained anatomical fidelity while maintaining global structural coherence. Extensive experiments on four datasets demonstrate that SC-Flow delivers significantly more accurate, consistent, and robust performance across various translation scenarios.
Haoqing Li, Jun Shi, Mingchao Li +4
Jul 12, 2026cs.GR

LATO.2: Factorized 3D Mesh Generation with Vertex and Topology Flow

Flow matching over carefully designed latent representations has recently emerged as a powerful paradigm for topology-aware mesh generation. Existing approaches, however, model vertices and connectivity jointly in a joint latent space, entangling continuous vertex geometry with discrete combinatorial structure; this complicates flow learning and manifests as drifting vertices and broken surfaces. We present LATO.2, a factorized flow matching framework that decomposes mesh generation into a vertex flow followed by a connectivity flow conditioned on the realized vertices, with both stages anchored to a shared coarse voxel scaffold. Dedicated VAEs underpin the two stages, recovering vertices at sub-voxel precision and embedding discrete connectivity into a continuous latent space. We demonstrate two advantages unique to this factorization: (i) part-wise generation, in which the scaffold is partitioned and each part synthesized at full latent capacity, yielding substantially higher-resolution meshes than a monolithic latent permits; and (ii) topology-adaptive editing, in which manipulating first-stage vertices induces the corresponding connectivity without re-optimization. Experiments show that LATO.2 surpasses state-of-the-art topology-aware mesh generators in geometric fidelity and connectivity quality.
Hang Long, Tianhao Zhao, Junkai Lin +7
Jul 12, 2026cs.CV

Physics-inspired Pseudo Anomaly Generation and Prototype Feature Guidance for 3D Anomaly Detection

3D point cloud anomaly detection plays a vital role in industrial manufacturing, yet it faces significant challenges due to the scarcity and high acquisition cost of real anomalous samples. The inherently anomaly-free training data further hinders detection methods from effectively learning discriminative features between normal and abnormal instances. To address these issues, we propose PA3AD, a novel framework that introduces a physics-inspired pseudo-anomaly generation strategy to create physically plausible anomalous samples from normal data. Additionally, we incorporate prototype features via a weight-sharing mechanism to guide the model in capturing the distribution shifts between normal and anomalous samples. Specifically, PA3AD introduces two key innovations to tackle the scarcity of real anomalies. First, a physics-inspired module generates diverse pseudo-anomalous point clouds from normal data via multi-physics modeling. Second, momentum-updated prototypes and a difference-aware fusion block capture stable normal representations and their discrepancies with pseudo-anomalies. This design effectively learns distribution shifts, achieving superior detection performance. Extensive experiments on the Anomaly-ShapeNet and Real3D-AD datasets demonstrate that our method consistently outperforms existing state-of-the-art approaches. Our code will be made publicly available at https://github.com/NingxiaoJian/PA3AD.
Jian Ning, Qin Zou, Linchun Wu +4
Jul 11, 2026cs.CV

CoSAG: Compact Semantic Anchor Gaussians via Training-Free Rate-Distortion Coding

Open-vocabulary 3D scene understanding is commonly achieved by embedding 2D vision-language features such as CLIP into a 3D Gaussian Splatting scene, turning it into a text-queryable semantic field. However, attaching a high-dimensional feature to each of millions of Gaussians inflates a single scene to gigabytes, which makes storage and deployment the real bottleneck of these fields. Existing compact methods each learn and ship a per-scene codec, an autoencoder, a quantized codebook, or a distilled feature field, entangling field construction with field storage and never compressing the per-Gaussian assignment that holds the bulk of the cost. We argue that construction and storage should be decoupled, and that storage is a rate-distortion problem over the per-Gaussian binding to a small anchor table, a structure no prior open-vocabulary method compresses. We present CoSAG, which constructs the field without any per-scene training through a closed-form transmittance-weighted lift, spatially grounded semantic anchors, and multi-view denoising, and stores it with a spatially predictive entropy coder that ships no decoder. Because the anchors are spatially grounded, the binding is predictable and therefore highly compressible. The transmittance-weighted lift and multi-view denoising yield a clean, view-consistent assignment, so the entropy coder spends almost no rate on correcting noise and instead codes only the residual against its spatial prediction. CoSAG reaches sub-megabyte storage while matching or exceeding the state of the art across the 2D-rendered, 3D-selection, and dense-LSeg protocols, reducing field size by 37 to 76x relative to LangSplatV2 at higher accuracy.
Yuang Jia, Jinlong Wang, Junhong Lin +2
Jul 11, 2026cs.CV

FlashBEV: Fast and Memory-Efficient Exact BEV Transformation with IO-Awareness

Bird's-eye-view (BEV) perception is a core component of camera-based 3D understanding in autonomous driving, where view transformation (VT) maps multi-camera image features into a unified BEV representation. Sampling-based view transformation (Sampling-VT) is attractive because it supports dense and continuous BEV aggregation for high-resolution and long-range perception. Its deployment bottleneck, however, is systems-level: standard tensorized implementations of Sampling-VT -- which we refer to as Tensorized Sampling-VT -- explicitly materialize large height-dependent intermediate tensors, causing memory and latency costs that scale poorly with vertical resolution and the number of cameras. We revisit Tensorized Sampling-VT from an operator-execution perspective and show that it follows a gather-reduction pattern: each BEV query independently accumulates contributions across cameras and height bins, enabling thread-local accumulation with on-the-fly recomputation that eliminates the need to materialize height- and camera-dependent intermediates. Based on this insight, we propose FlashBEV, a fully fused and IO-aware execution strategy mathematically equivalent to Tensorized Sampling-VT (same operator output) while substantially reducing global memory traffic and kernel-launch overhead. Experiments show that FlashBEV achieves more than an order of magnitude lower peak GPU memory and significant inference-latency speedups, with memory effectively independent of the number of height bins, reducing the operator's peak memory to O(BCXY) (output only). This unlocks higher BEV range/resolution and vertical discretization within fixed deployment budgets on memory-constrained devices. Our contribution is an execution redesign -- same math, different execution -- that removes a key scalability barrier for deployment-ready Sampling-VT. Code available at https://github.com/yokosyun/FlashBEV
Shunsuke Yokokawa, Hironori Kasahara
Jul 10, 2026cs.CV

UniPose9D: Universal Category-Agnostic Object Pose Estimation

Object pose estimation is a fundamental problem in 3D vision. Although recent state-of-the-art approaches achieve strong performance, they often overfit to existing benchmarks and exhibit limited generalization to novel categories and unseen scenes. We propose UniPose9D, a category-agnostic foundation model for 9D object pose estimation: given an instance mask/ROI and either an RGB-D observation or an RGB image with predicted depth, the model estimates rotation, translation, and metric size without category labels, CAD models, mean-shape priors, or reference views. Specifically, UniPose9D samples point pairs from the observed object geometry and uses DINOv2 and PointNet features to predict NOCS coordinates for each pair. To improve accuracy, we introduce a point-pair-based RANSAC N-hop Kabsch--Umeyama algorithm with an adaptive threshold. We further employ flow matching to address symmetric ambiguities and construct a large-scale training set by curating and aligning pose annotations from existing public datasets. Experiments across six datasets show that a single unified model can match or surpass specialist methods while generalizing to unseen objects and in-the-wild scenarios. Our code and model are available on https://github.com/qq456cvb/UniPose9D.
Yang You, Yi Du, Cole Harrison +1
Jul 10, 2026cs.LG

Autoregressive latent diffusion for 3D molecule generation

Three-dimensional (3D) molecule generation has been dominated by diffusion models, which achieve strong generation quality but typically require the molecular size to be specified a priori. Recent autoregressive approaches have substantially narrowed the performance gap while naturally supporting variable-length generation and conditioning on partial molecular context. However, balancing unconditional and context-conditioned generation remains challenging. We introduce KRONOS, a latent autoregressive diffusion framework that generates molecules in the latent space of a pre-trained autoencoder, jointly modeling molecular graph topology and geometry, while retaining the flexibility of autoregressive generation. We further introduce a mixed training strategy inspired by Fill-in-the Middle (FIM) paradigm, enabling both unconditional and fragment-conditioned molecular generation within a single left-to-right autoregressive model. Experiments on QM9 and GEOM-Drugs demonstrate that KRONOS achieves leading unconditional generation performance among autoregressive methods, while remaining competitive with diffusion models. Moreover, fragment-conditioned generation is achieved with negligible impact on unconditional generation performance, demonstrating that both generation paradigms can be supported within a single architecture.
Federico Ottomano, Gaopeng Ren, Yingzhen Li +2
Jul 10, 2026cs.CV

Glob3R: Global Structure-from-Motion with 3D Foundation Models

Recent 3D geometric foundation models, such as VGGT, provide robust feed-forward 3D reconstruction by directly predicting camera poses and 3D scene points from input images. However, their results remain inaccurate, and scaling them to long sequences or large unordered image sets typically requires chunk-wise processing, which can introduce drift and inconsistency. We present Glob3R, a global SfM-style reconstruction built on 3D foundation models. Our key idea is to explicitly optimize feed-forward geometric predictions. To this end, we augment a frozen Pi3X backbone with a lightweight dense matching head that predicts image warps between selected reference frames and neighboring views. These dense warps are converted into sparse but reliable multi-view feature tracks, which provide correspondence constraints for global optimization. We further introduce a keyframe-based sliding-window association strategy that propagates tracks and relative poses across overlapping windows, enabling scalable reconstruction. Finally, we perform global motion averaging and bundle adjustment to refine camera poses, reduce scale inconsistencies, and recover dense scene geometry. Extensive experiments on indoor, outdoor, large-scale driving, and unordered SfM benchmarks demonstrate that Glob3R achieves robust and accurate reconstruction. It consistently improves over feed-forward foundation-model baselines and recent scalable reconstruction methods, while being more robust than classical SfM pipelines. The refined poses also lead to higher-quality neural rendering, validating the benefit of combining foundation-model priors with global geometric optimization. Project page: https://junyuandeng.github.io/Glob3r
Junyuan Deng, Heng Li, Kejie Qiu +7
Jul 10, 2026cs.CV

TSR-Ego: Temporally Guided Stereo Refinement Framework for Egocentric 3D Human Pose Estimation

Egocentric 3D human pose estimation from head-mounted stereo cameras is challenging due to fisheye distortion, severe self-occlusion, and frequent truncation of body joints outside the camera field of view. Recent stereo egocentric methods have improved performance through heatmap lifting, stereo correspondence, and transformer-based refinement, but they often rely heavily on frame-local evidence or use temporal information only as auxiliary pose-level context. This limits robustness when current-frame stereo cues are weak, occluded, or ambiguous. We propose TSR-Ego, a temporally guided stereo framework that couples short-term motion evidence with projection-guided feature sampling. The model first enriches dense stereo feature maps using a causal depthwise-separable temporal convolution, allowing past visual evidence to influence the feature space before deformable cross-attention. A single-stage causal stereo decoder then refines learned 3D joint queries through temporal self-attention, joint self-attention, and fisheye deformable stereo cross-attention, using the evolving pose estimate to generate 2D sampling references. Unlike methods that apply temporal reasoning mainly after pose prediction, TSR-Ego uses motion context to shape both the sampled stereo features and the joint representations while preserving online inference without future frames. Experiments on UnrealEgo2 and UnrealEgo-RW show state-of-the-art performance, with especially strong gains on real-world sequences.
Md Mushfiqur Azam, John Quarles, Kevin Desai
Jul 9, 2026cs.CV

MultiView-Bench: A Diagnostic Benchmark for World-Centric Multi-View Integration in VLMs

Recent benchmarks for VLMs largely assess single- or limited-view perception, leaving untested the core cognitive ability to integrate observations across viewpoints into a coherent, world-centric (allocentric) 3D mental model. We introduce MultiView-Bench, a diagnostic benchmark expressly designed to evaluate multi-view integration for holistic 3D scene comprehension. Unlike existing datasets that focus on pixel-level mapping or camera-relative navigation, MultiView-Bench requires models to decouple object positioning from transient perspectives and ground them in a fixed global coordinate system. This capability serves as a prerequisite for VLMs before being deployed for downstream tasks such as mechanical part assembly. Our systematic evaluation of frontier VLMs reveals consistent failure modes: strong performance on 2D planar relations from a single image, but marked difficulty with 3D spatial relations and with aggregating information across views. We further identify biases in VLMs, such as struggles with unconventional axis directions and sensitivity to object colorways and texture variations. Acknowledging these limitations, we propose ViewNavigator, a multi-agent framework that actively selects informative viewpoints, perceives, and fuses multi-view evidence, improving diverse base models on MultiView-Bench even under a strict budget-matched comparison (and by 3-5x for the full agent).
Hantao Zhang, Jinru Sui, Ed Li +2
Jul 9, 2026cs.CV

Wat3R: Underwater 3D Geometry Learning without Annotations

Estimating 3D geometry in underwater environments presents unique challenges due to light attenuation, scattering, and the absence of large-scale, high-quality 3D annotations. Pioneering methods rely on massive dense annotations that are impractical in underwater settings. In this paper, we propose Wat3R, a cross-domain semi-supervised learning framework designed to adapt feed-forward 3D reconstruction models from air to underwater scenes. Uniquely, our method eliminates the need for any annotated underwater data following a teacher-student architecture, that learns robust geometry representations merely on abundant unlabeled real underwater video footage. We also design a cross-view consistency loss that leverages geometric cues from other views to compensate for the information degradation in the current view caused by water attenuation and scattering. Furthermore, considering the lack of comprehensive evaluation benchmarks, we construct Water3D, a diverse dataset covering various water bodies and underwater scenarios, designed for geometric task evaluation. Experimental results demonstrate that Wat3R outperforms current state-of-the-art methods in underwater multi-view depth estimation and point cloud reconstruction. The dataset and code are available at https://github.com/LSXI7/Wat3R .
Jiangwei Ren, Xingyu Jiang, Zijie Song +4
Jul 9, 2026cs.CV

Pose-to-Biomechanics: Bridging 3D Human Pose Estimation and Biomechanical Attribute Prediction

Recent progress in 3D human pose estimation has made markerless recovery of skeletal motion increasingly accurate and scalable. However, most pose estimators remain optimized for geometric keypoint accuracy, while many real-world applications in rehabilitation, sports science, ergonomics, and clinical movement analysis require biomechanical quantities that describe how the body moves, loads, and activates. In this work, we propose BioModule, a lightweight plug-in temporal transformer that attaches downstream of any 3D pose estimator and predicts biomechanical attributes from standard 17-joint 3D skeletons. BioModule is estimator-agnostic and requires no modification of the upstream pose model, enabling existing pose estimators to be extended toward physically interpretable motion analysis. To train and evaluate BioModule, we construct a large-scale aligned dataset pairing Human3.6M video and 3D keypoints with the biomechanical label space of Human3.6Mplus. We establish and verify anatomical correspondence between coordinate systems of the two datasets, enabling frame-accurate cross-modal supervision. Using this aligned supervision, BioModule predicts biomechanical quantities. We further benchmark BioModule across seven state-of-the-art 3D pose estimators, providing the first systematic analysis of how upstream pose estimation quality propagates to downstream biomechanical prediction fidelity. The results position BioModule as a compact, modular bridge between vision-based pose estimation and biomechanically meaningful human motion analysis.
Ayda Eghbalian, Kevin Desai
Jul 9, 2026cs.GR

Programming-by-Example for Batch-Editing Collision Meshes in 3D Software

As 3D software proliferates, software artifacts now extend beyond code and 2D user interfaces to include 3D assets. Among these assets, collision meshes are critical as they define the geometry used by physics engines for collision detection and physical interaction. Although existing tools can automatically generate collision meshes from visual meshes, they often fail to capture the intended interaction behavior. As a result, developers need to manually edit many heterogeneous collision meshes, a process that is time-consuming and challenging to scale. To address this problem, we present a neuro-symbolic program synthesis approach for batch-editing collision meshes. We formulate the task as a programming-by-example problem: given a family of collision meshes with the same editing intent and a small number of user demonstrations, our approach synthesizes a reusable program that captures the editing intent and applies it to non-demonstration meshes. We implement this in a tool named MeshForge, and evaluate it across 24 tasks on 600 collision meshes. MeshForge successfully synthesizes 23/24 tasks, requiring 2.2 demonstrations and 3.5 seconds of synthesis time on average.
Gengyang Xu, Dongwei Xiao, Hengcheng Zhu +4
Jul 8, 2026cs.CV

DreamCharacter-1: From 3D Generative Foundation Models to Product-Ready Character Generation

We present DreamCharacter-1, a lightweight post-adaptation framework that calibrates pretrained 3D foundation models toward high-fidelity, production-ready 3D character generation. Building upon a 3D foundation backbone, our pipeline incorporates three task-oriented components: (1) geometry post-training, which enhances fine-grained surface details through geometric preference optimization; (2) texture post-training, which synthesizes high-resolution textures and refines the appearance of occluded regions; and (3) inference acceleration, which enables scalable deployment. Extensive quantitative and qualitative experiments demonstrate that DreamCharacter-1 produces visually compelling and structurally robust 3D character assets, consistently surpassing state-of-the-art character generation methods.
Weizhe Liu, Yunjie Wu, Xiangqian Shu +5
Jul 8, 2026cs.LG

BubbleSH: A Dataset of Rising Bubbles with Deformable Interfaces

Bubbly flows exhibit complex multiscale dynamics, with deformable bubbles interacting through the surrounding liquid and giving rise to strongly coupled kinematic and morphological behavior. We present BubbleSH, a bubbly flows dataset consisting of transient, three-dimensional bubble-swarm dynamics obtained from high-fidelity direct numerical simulations of bubbles rising in a periodic domain. The dataset provides time-resolved bubble trajectories, velocities, and shape evolution, with bubble morphology compactly represented using spherical harmonics. Designed to be lightweight yet physically expressive, the dataset enables data-driven modeling of bubbly flow simulators where shape deformation and bubble-bubble interactions play a central role. We characterize the dataset with bubble kinematics, morphology, and interaction patterns, and introduce evaluation metrics for both trajectory and shape prediction. The sensitivity of bubble-swarm dynamics to local perturbations makes BubbleSH particularly well suited to generative models that learn distributions over possible future trajectories. We evaluate a permutationally and translationally equivariant probabilistic emulator on BubbleSH given the proposed metrics. Therefore, we establish a compact, high-fidelity dataset and a benchmark for developing and evaluating data-driven models of deformable, chaotic multiphase systems.
Rachna Ramesh, Kiet Bennema ten Brinke, Douwe Orij +2
Jul 8, 2026cs.CV

EditVerse3D: High-Quality 3D Object Editing with Region-Aware Learning

Local editing of 3D objects remains a long-standing challenge. When interacting with 3D content, humans naturally tend to specify a coarse region of interest for modification rather than defining precise editing boundaries. However, previous methods rely on fully edited 2D images, precise 3D masks, or redundant pipelines, which present a gap. To bridge this gap, we propose EditVerse3D, a novel 3D editing framework that enables high-quality object editing under such coarse guidance. Our approach takes as input a 3D object to be edited, a coarse 3D bounding box indicating the target region, and a reference 2D image describing the desired modification. It produces a coherent, high-fidelity edited 3D object. To facilitate this editing, we introduce a novel region-aware adaptive loss that emphasizes hard-to-learn regions and balances the objective between target and preserved areas. Complementing our loss function, we enhance model robustness and generalization through targeted data augmentations, such as training with scaled 3D masks and filtering out unrealistic editing pairs. We construct a large-scale 3D editing dataset derived from parts information. Extensive experiments demonstrate that EditVerse3D achieves superior visual quality and quantitative performance compared to existing 3D editing approaches. Please visit our project page at https://editverse3d.github.io.
Youtan Yin, Yanning Zhou, Jiacheng Wei +6
Jul 7, 2026cs.CV

Rail Track Extraction from Rasterized Classified Point Clouds Using a Full-Resolution, Fully Convolutional Recurrent Neural Network

Rail track extraction is essential for effective railway asset management and maintenance, especially in automated inspection and mapping workflows. This paper introduces a novel method for extracting rail tracks from classified 3D point clouds using a fully convolutional recurrent neural network that preserves full spatial resolution and is trained exclusively on synthetically generated data. This approach enhances per-pixel quality and is particularly suited for rail track extraction. The proposed method begins by rasterizing points corresponding to railroad tracks, then applies the neural network to reduce noise and yield a cleaner track representation suitable for vectorization [1]. Subsequent morphological operations further refine the resultant data, enabling accurate track centerline extraction. Next, the extracted centerlines undergo smoothing to eliminate residual irregularities [2, 3]. Finally, the algorithm transfers 3D information from lidar points onto 2D polylines and applies additional vertical smoothing. A single centerline for both tracks is found using the Dynamic Time Warping (DTW) algorithm [4]. The final outcome consists of rail top centerlines and track centerlines derived for rail pairs, with minimal manual intervention. Experimental validation confirms the effectiveness of this method in yielding high-quality rail track extraction.
Alexander Gribov, Jie Chang
Jul 7, 2026cs.CV

ELSA3D: Elastic Semantic Anchoring for Unified 3D Understanding and Generation

Unified 3D foundation models aspire to generate 3D assets and reason about them in language within a single backbone, but their text-3D interaction remains largely implicit. Existing methods concatenate text and 3D tokens into a flat sequence and rely on self-attention, collapsing coarse structural cues and fine geometric details into one undifferentiated representation. We introduce ELSA3D, a unified 3D model that addresses this with elastic semantic anchoring, structuring language and geometric reasoning jointly along matched abstraction scales. ELSA3D represents geometry with a scale-aware octree tokenizer and introduces Anchor Tokens, sparse cross-modal units that select semantic cues, route them to the most relevant 3D scale, retrieve scale-specific geometric evidence, and write the fused signal back into the unified representation, keeping interaction sparse yet precise. A lightweight per-block router makes both computation and reasoning elastic, choosing which text tokens instantiate anchors at which geometric scale so that cross-modal capacity concentrates where alignment is most needed. ELSA3D achieves state-of-the-art performance across image-to-3D generation, text-to-3D generation, and 3D captioning, outperforming the strongest unified baseline while roughly halving FLOPs and inference latency relative to the non-elastic version of the same model.
Tianjiao Yu, Xinzhuo Li, Yifan Shen +4
Jul 7, 2026cs.RO

Lift3D-VLA: Lifting VLA Models to 3D Geometry and Dynamics-Aware Manipulation

Recently, Vision-Language-Action (VLA) models have demonstrated strong generalization across diverse tasks. However, effective robotic manipulation in physical environments fundamentally requires geometric understanding and spatial reasoning. While some VLA approaches attempt to incorporate 3D information, they are constrained by limited data availability and geometric information loss in current 3D encoding pipelines, and fail to jointly capture 3D geometry and temporally structured actions in dynamic environments. To address these limitations, we introduce Lift3D-VLA, a unified VLA framework that equips models with explicit 3D point cloud reasoning and enables temporally coherent action generation. First, building upon our previous work Lift3D, an enhanced 2D model-lifting strategy is proposed to geometrically align 3D points with pretrained 2D positional embeddings. This design enables direct point-cloud encoding within the VLA vision encoder while minimizing spatial information loss. Based on explicit 3D inputs, we propose Geometry-Centric Masked Autoencoding (GC-MAE), a dual-objective self-supervised framework that reconstructs the current point cloud while predicting its future geometric evolution. This formulation allows the 2D vision encoder to internalize both 3D structure and physical dynamics. To fully exploit 3D representations, we further design layer-wise temporal action modeling, which leverages multiple layers of the LLM to collaboratively predict action chunks, enabling temporally consistent predictions. Across 22 simulated tasks and 8 real-world manipulation tasks, Lift3D-VLA achieves 10.8% and 11.1% higher mean success rates on MetaWorld and RLBench than the best-performing prior VLA methods, and outperforms the strongest real-world baseline by 4 percentage points, while exhibiting stronger generalization to out-of-distribution perturbations.
Jiaming Liu, Qingpo Wuwu, Nuowei Han +8
Jul 7, 2026cs.CV

CAIRN: Cross-Room 3D Scene Understanding with Topology-Aware Large Multimodal Models

Existing 3D scene-grounded Large Language Models (3D-LLMs) focus on answering questions grounded in simplified single-room 3D scenes, lacking the ability to reason over real-world household environments containing multiple interconnected rooms and diverse object categories. We introduce CAIRN, a topology-aware 3D-LLM for multi-room 3D scene understanding. CAIRN aligns transformer attention with scene hierarchy, giving the model explicit awareness of object-level relations and room-level connectivity. It enriches object tokens with room-local relational context via a graph neural network, introduces learned room tokens for room-level abstraction, and applies a hierarchical attention mask with geometric bias to route information according to scene topology. CAIRN is developed on CAIRN-MR, a benchmark we introduce on HM3D for multi-room 3D scene understanding, covering grounding, captioning, and four question-answering tasks that progressively evaluate from intra-room perception to cross-room reasoning. Experiments show that CAIRN outperforms prior 3D-LLMs by a large margin across all CAIRN-MR tasks while remaining competitive on five single-room benchmarks.
He Liang, Chenyang Ma, Yiming Zhang +4
Jul 7, 2026cs.CR

Assessing the Operational Impact of Poisoning Attacks over Augmented 3D Point Cloud Public Datasets for Connected and Autonomous Vehicles

Poisoning attacks against public datasets lead to major concerns, such as (i) misclassification of perceived objects when the poisoned data is used for training and (ii) embedding of backdoors that may eventually be triggered later on, when specific conditions in the system apply over the learned models. Its impact over data augmentation models is unclear. While data augmentation reduces the likelihood of poisoning attack success, some valid questions remain. Is data augmentation affecting the impact of poisoning attacks? can it increase the number of poisoned samples or injected backdoors? We explore in this paper some of these questions. We assess the effects of augmenting poisoned 3D point cloud datasets and validate that poisoning is able to evade the sanitizing nature of augmentation techniques when using the concrete case of Generative Adversarial Network (GAN) techniques to exemplify the case of data augmentation processing. We also validate that poisoning propagates over the augmented datasets and perturbs the decision made by general-purpose classifiers, in the end. All the experimental material (including tools, datasets, and classifiers) is publicly available, to facilitate reproducibility and to foster further research in the topic.
Marwan Lazrag, Badis Hammi, Lorena Gonzalez-Manzano +1
Jul 7, 2026cs.CV

PVCap: Towards Accurate 3D Dense Captioning via PseudoCap and VoxelCapNet

3D dense captioning, an emerging vision-language task, aims to generate descriptive sentences for each object in the 3D scene. Despite the impressive results achieved by previous methods, they suffer from two limitations. First, current research often employs global rigid transformations, such as rotation, to augment scenes without changing their spatial layouts. However, diverse spatial layouts are crucial for training a 3D dense captioning model to describe spatial relations between objects. Second, previous works mainly focus on the design of the caption generation pipeline while utilizing a simple network architecture for other components, i.e., backbone and detection head, which is crucial for extracting rich semantic information for captioning. In this paper, we propose PVCap to alleviate the aforementioned problems. Our PVCap consists of PseudoCap and VoxelCapNet. Specifically, PseudoCap employs a random mixing technique on instances within the dataset, generating numerous pseudo frames with diverse spatial layouts at the instance level. By utilizing a teacher-student framework, PseudoCap obtains pseudo caption labels for these pseudo frames. This data augmentation approach significantly increases the number of training samples and enhances the model's ability to describe the environment effectively. Regarding VoxelCapNet, we introduce a robust caption network that utilizes voxel features and adapts the caption head to the voxel-based network architecture. Our VoxelCapNet can serve as a competitive baseline for future research on 3D dense captioning. Extensive experiments are conducted on two prevalent benchmarks, i.e., ScanRefer and Nr3D. Notably, our method surpasses current state-of-the-art by 11.41% and 13.99% in CIDEr@0.5IoU, respectively. Codes will be made publicly available.
Xiaopei Wu, Chenshu Hou, Liang Peng +9
Jul 6, 2026cs.CV

Harnessing Generative Image Models for Training-Free Primitive Shape Abstraction

Representing 3D shapes as compact sets of geometric primitives is fundamental to robotics, simulation, and scene understanding. Generative image models trained at scale have recently emerged as generalist visual learners that can identify and segment object parts directly in the image domain, across arbitrary categories and without task-specific training. Adapting such models to downstream tasks typically requires fine-tuning; we ask whether their pretrained capability can instead be harnessed directly, without any training, and answer affirmatively with a training-free harness. Our pipeline renders multi-view images of a 3D object, uses a vision-language model to analyze its semantic parts, prompts a generative image model to paint a color-coded part segmentation mask, reprojects it onto the geometry, and fits a superquadric primitive to each part via parameter optimization. The approach contains no learned parameters: it is category-agnostic and orientation-invariant, properties that previous learning-based models struggled with. Its accuracy ceiling rises with future generative-model improvements, which we confirm with a ground-truth segmentation study showing that part segmentation, not primitive fitting, is the current accuracy bottleneck. On HumanPrim and Toys4K, our method achieves the lowest Chamfer distance among all evaluated methods, using 5--9 primitives per object on average.
Gregor Kobsik, Tim Elsner, Leif Kobbelt
Jul 6, 2026cs.CV

Rendering-Aware Bayesian 3D Gaussian Splatting with Native Uncertainty and Adaptive Complexity Control

3D Gaussian splatting (3DGS) is a strong representation for real-time novel-view synthesis, but its standard training pipeline relies on point estimates and hand-tuned heuristics, providing no native uncertainty or principled complexity control. This is most limiting under sparse views or fixed acquisition budgets, where a model must identify weakly supported geometry and select informative views. We introduce a rendering-aware Bayesian 3DGS framework that tracks Gaussian geometry with a Normal-Inverse-Wishart posterior over means and covariances using renderer-derived surrogate summaries. An optional Dirichlet-process extension adds a probabilistic component-usage signal, and the training schedule makes the closed-form versus approximate inference boundary explicit. Re-rendering posterior geometry samples yields native predictive uncertainty for interval calibration and active view selection. In a fixed-budget 16-to-32 active-view task, native NIW acquisition improves PSNR by +0.453 dB and LPIPS by -0.0146 over a scoring-only 3-member standard-ensemble baseline, winning 29/39 scene-seed pairs and 10/13 scene means; it also improves over PPU-style (+0.355 dB) and NIW-proxy (+0.401 dB) acquisition. NIW native intervals reduce 95% coverage error by about 17x relative to a shared proxy (0.046 vs. 0.796) and are about 10x closer to nominal coverage than a 3-member deep ensemble (0.047 vs. 0.454) at roughly one-third the training cost. As a reconstruction compatibility check, paired NIW-vs-standard analysis over 39 scene-seed runs yields +0.030 dB PSNR with 1.6% additional training time. These results position Bayesian 3DGS as a practical probabilistic scene representation for decision-facing tasks such as active view selection.
Gaoxiang Jia, Vikram Appia, Junzhou Huang +1
Jul 6, 2026cs.CV

Ground3D-LMM: Fine-Grained 3D Point Grounding and Spatial Reasoning with LMM

Natural-language queries about 3D environments become actionable when responses are verifiable and metric. Verifiability requires explicit grounding to the referred 3D region, while metric answers report physical measurements in real-world units (e.g., size, thickness, clearance, and distance). Existing 3D large multimodal models (LMMs) approaches remain limited: conversational systems typically respond without explicit 3D grounding, while 3D grounding models are not designed for interactive, metric-aware dialogue. In this paper, we present Ground3D-LMM, a unified model that takes a point cloud and an optional RGB image as input and supports 3D spatial conversation with (i) point-grounded responses and (ii) metric numeric outputs at both object and part granularity, including multi-object queries. To evaluate this intersection of grounding and measurement, we define the 3D Grounded Measurement task, which requires predicting the referred 3D region and the corresponding metric quantities in real-world units. We introduce a large-scale dataset built on ScanNet and ScanNet++ datasets with dense object and part annotations and roughly 2.5M question-answer pairs spanning eight tasks, along with a manually verified test set. Extensive experiments on multiple datasets and tasks show that our proposed Ground3D-LMM model provides a strong baseline for grounded, metric-aware 3D conversational understanding. Our dataset and model are publicly available.
Amol Harsh, Zongyan Han, Jean Lahoud +5
Jul 6, 2026cs.CV

SynCity 3000: Bootstrapping Scene-Scale 3D Diffusion

We present SynCity 3000, a framework for generating 3D scenes that are globally coherent while enabling fine-grained layout control. Building on the ability of current image-to-3D generators to produce complex 3D assets from a single image, we extend this capability to the scale of entire scenes by adapting the generator to be applicable as a convolutional operator. We achieve this by fine-tuning the model on scene-like data generated by a new synthetic data engine, which we propose to address the scarcity of 3D scene data for training. The convolutional generator is then applied to a dimetric image of the entire scene, generated from the user prompt, resulting in 3D scenes of arbitrary size and complexity. Across diverse prompts and layouts, SynCity 3000 produces large, coherent, and detailed scenes, addressing the shortcomings of prior approaches to 3D scene generation.
Paul Engstler, Iro Laina, Christian Rupprecht +1
Jul 6, 2026cs.CV

PixWorld: Unifying 3D Scene Generation and Reconstruction in Pixel Space

3D reconstruction and generation are commonly tackled by separate paradigms: pixel-based regression for reconstruction, and latent diffusion for generation. Recent works attempt to unify them in latent space, but with notable drawbacks: the diffusion objective is defined on latent features rather than the underlying 3D representation, and both branches suffer from information loss introduced by latent encoding, while requiring a pretrained Variational Autoencoder (VAE) or Representation Autoencoder (RAE). In this paper, we reformulate these two tasks under a unified pixel-space diffusion paradigm and introduce PixWorld, a single model that jointly addresses 3D reconstruction and generation. By supervising diffusion directly on rendered images, PixWorld removes the above limitations and aligns optimization with 3D scene fidelity. Beyond photometric and perceptual supervision that operates at the 2D image level and lacks 3D geometric awareness, we further introduce a geometry perception loss that aligns rendered views with their ground truth in the geometry-aware feature space of a pretrained 3D foundation model, providing 3D structural supervision. PixWorld consistently outperforms prior latent-space generation methods and matches state-of-the-art reconstruction methods, demonstrating the superiority of a unified pixel-space approach.
Sensen Gao, Zhaoqing Wang, Qihang Cao +3
Jul 6, 2026cs.CV

Beyond Isolated Objects: Relationship-aware Open Vocabulary Scene Understanding via 3D Scene Graph Analysis

Open-vocabulary 3D scene understanding aims to segment 3D scenes beyond predefined categories by transferring semantic knowledge from vision-language models. Existing methods have advanced this task by lifting language-aligned 2D features into 3D, yet they often rely on context-independent semantic representations, leaving object relationships underexplored for contextual refinement. We propose RelGraphOV, a relationship-aware framework that uses 3D scene graphs to enhance open-vocabulary 3D understanding. Our method constructs relational scene graphs from multi-view observations by leveraging vision-language reasoning to infer object relationships and prune geometrically implausible connections, without manual relationship annotations. To aggregate relational context while avoiding feature interference, we introduce an Adaptive Gated Dual-Stream Contextual GAT that separates dense geometric features and semantic CLIP embeddings, performs edge-guided message passing, and adaptively fuses complementary semantics. A hierarchical contrastive objective further promotes instance-level consistency and category-level discrimination. Experiments on ScanNetV2, ScanNet200, ScanNet++++, and Replica demonstrate strong performance and generalization ability. Project Page: https://cxavireh.github.io/relgraphov-projectpage
Xianhao Chen, Jiarui Hu, Yuanbo Yang +5
Jul 6, 2026cs.CV

3DMPE: 3D Multi-Perspective Embedding

We study 3D point cloud reconstruction from multiple partially observed 2D projections. Given two or more projections of an unknown 3D point cloud, together with cross-view point correspondences and visibility information, our goal is to recover a consistent 3D configuration when different views contain different subsets of points. We propose 3D Multi-Perspective Embedding (3DMPE), an optimization-based, training-free method that reconstructs the 3D point cloud and, in the variable-projection setting, jointly estimates the projection maps. 3DMPE extends Multi-Perspective Simultaneous Embedding to accommodate missing points and incomplete pairwise distance information across views. We consider both fixed-projection and variable-projection settings. Unlike learning-based reconstruction methods that infer shape from raw images and often depend on training data, 3DMPE operates on geometric observations with established correspondences and does not require category-specific training. Experiments on ShapeNet and Pix3D evaluate reconstruction quality using Chamfer Distance, Earth Mover Distance, and RMSE-Optimize-Align (ROA), and examine the effects of initialization, the number of views, point visibility, and several noise regimes, including noisy distances and erroneous correspondences. The results demonstrate that 3DMPE can effectively reconstruct point clouds from partial multi-view geometric observations.
Vahan Huroyan, Md Rahat-uz-Zaman, Stephen Kobourov
Jul 5, 2026cs.GR

SceneFrom3D: Geometry-Conditioned Outdoor 3D Scene Generation via View Scheduling with Object-Level Control

Geometry-conditioned 3D scene generation enables the creation of 3D environments from user-provided geometry, offering direct control over scene structure and object layout. To generate such 3D scenes, current methods commonly adopt a three-stage design that first defines a view schedule, then synthesizes multi-view observations along the scheduled views, and finally reconstructs a 3D representation from the generated images. However, defining the view schedule becomes a major bottleneck for outdoor scenes, where large, unstructured, and unbounded geometry makes it difficult to obtain views that provide sufficient coverage while supporting stable generation. To address this bottleneck, we present SceneFrom3D, a framework that automatically schedules views from outdoor input geometries. SceneFrom3D constructs a directed generation graph whose nodes represent anchor views and whose edges represent interpolation trajectories, defining which views to synthesize, which view pairs to interpolate, and in which order generation should proceed. Beyond automatic view scheduling, SceneFrom3D further improves controllability through object-level conditioning, assigning each object an identity image for appearance guidance and a geometry-adherence parameter for region-wise control over the input geometry. Experiments demonstrate that SceneFrom3D achieves state-of-the-art geometry-conditioned outdoor 3D scene generation, producing high-quality scenes with controllable object appearance and geometry adherence.
Geonung Kim, Jeongeun Park, Nuri Ryu +2
Jul 5, 2026cs.CV

Sparse4D-Radar: An Efficient and Robust Framework for Surround-View 3D Object Detection via 4D Radar-Camera Fusion

In recent years, 4D imaging radar has gained wide attention in autonomous driving for its robustness against harsh weather and ability to output target velocity. Nevertheless, mainstream 4D radar-camera fusion methods only support front-view perception, lacking mature solutions for surround-view sensing. Directly expanding these pipelines to full 360° coverage introduces excessive computation cost and limits real-world deployment. To tackle these limitations, this work proposes Sparse4D-Radar, an efficient robust surround-view multi-modal fusion framework. We first design a Deformable Fusion module to embed radar-camera features into sparse queries, constructing the lightweight base version Sparse4D-Radar-Base. Two dedicated modules are further introduced to boost localization accuracy and modality stability: Velocity-Consistency Sampling (VCS) refines features via radar velocity cues for motion awareness, and Adaptive Modality Gating (AMG) dynamically adjusts cross-modal fusion weights according to feature confidence. Combining all components, we build Sparse4D-Radar-Acc for high-precision detection demands. Comprehensive experiments on OmniHD-Scenes verify that our approach achieves state-of-the-art surround-view 3D detection performance. Compared with prior arts, our method obtains over 7% mAP and 10% ODS improvements under complex driving scenes while running at nearly 10 FPS, striking a favorable trade-off among detection accuracy, environmental robustness and inference efficiency. Our open-source code is available at https://github.com/Aiuan/Sparse4D-Radar.
Fuyuan Ai, Yuchen Tan, Jiehui Chen +2
Jul 5, 2026cs.CV

Seeing Once is Enough? Online Geometry-Aware Token Pruning for 3D Question Answering

Recent Multi-modal Large Language Models (MLLMs) have demonstrated remarkable performance on 2D question answering tasks. However, extending these models to the 3D question answering remains challenging, as they typically require multiple views of the scene, which incurs substantial computational cost at inference. To mitigate this issue, existing solutions rely on strategic frame selection or token-merging algorithms that require preprocessing in advance all frames of the scene, i.e., an offline fashion. In contrast, we propose the first online token-pruning method that can be integrated seamlessly with current MLLM models for 3D question answering tasks, without additional training and with lower memory usage.Our key insight is to project each input frame into a shared voxel space using depth information and camera pose, identifying spatially-overlapped regions across frames and selectively pruning redundant image tokens before they enter the language model. Our method enables efficient online processing while reducing up to 50% of token usage. We apply this approach to Qwen2.5-VL-7B and Qwen3-VL-8B, demonstrating improved performance on the ScanQA, SQA3D, and OpenEQA-HM3D benchmarks.
Ruei-Chi Lai, Bolivar Solarte, Chin-Hsuan Wu +2
Jul 4, 2026cs.CV

InSpace: Structure-Aware 3D Indoor Scene Generation from a Single 360° Image

Recent advances in single image-to-3D generation have enabled high-quality asset synthesis, yet extending these capabilities to indoor scene generation remains challenging. Existing methods focus on asset-level generation while neglecting the structural layout, which is essential for downstream applications and serves as the spatial anchor for grounding assets. However, a single image with a limited field of view lacks the spatial coverage to recover a coherent global layout. To this end, we use a 360° image represented in equirectangular projection (ERP) and propose InSpace, a structure-aware framework for 3D indoor scene generation. InSpace comprises three stages: (1) estimating partial scene geometry as spatial priors, (2) generating coarse scene structure with view-selective cross-attention, and (3) producing detailed layout and asset geometry with textures through a global-local hybrid attention, using flow matching. We also propose ERP-FRONT, a paired ERP-Image-to-3D indoor scene dataset based on 3D-FRONT. Experiments show that InSpace generates complete 3D indoor scenes with structural layout, along with separate textured assets from a single ERP image, achieving strong performance across 3D and 2D metrics. Project Page: https://kookie12.github.io/InSpace-Project-Page/
Gwanhyeong Koo, Hyunsu Kim, Youngji Kim +5
Jul 4, 2026cs.CV

PRISM3D: Probabilistic Refinement and Robust Initialization for Physically Consistent Scene Modeling under Extreme Motion Blur

We address the inverse problem of blind 3D scene reconstruction from extremely motion-blurred images, a scenario where traditional Structure-from-Motion (SfM) pipelines fail. Existing approaches typically circumvent this bottleneck by relying on impractical sharp-image supervision. In this work, we introduce PRISM3D, a unified framework enabling robust reconstruction directly from severely degraded inputs. To overcome the lack of a reliable starting point, we propose a Robust Initialization strategy utilizing deep dense tracking method (VGGSfM) to recover global topology where feature matching fails. To the best of our knowledge, we are the first to effectively leverage this paradigm to bootstrap 3D Gaussian Splatting from extreme motion blur. However, while robust, this initialization yields sparse and noisy geometry that causes deterministic optimization to diverge. To resolve this, we propose a coupled solution driven by probability and physics: we adopt a probabilistic formulation for geometric densification via Markov Chain Monte Carlo (MCMC) to robustly populate the sparse priors, while simultaneously modeling physical image formation via continuous Bezier Trajectories. Furthermore, while PRISM3D establishes a highly robust standalone pipeline, the availability of complementary event streams offers an opportunity to push the reconstruction fidelity further. To exploit this, we introduce PRISM3D-E, a multi-modal (RGB + Events) extension that seamlessly integrates high-temporal-resolution events as structural priors to maximize geometric recovery. Because existing datasets lack paired event streams under such severe degradation, we concurrently contribute the PRISM3D-E Benchmark to facilitate rigorous evaluation. Extensive experiments demonstrate that both our standalone RGB framework and its multi-modal extension establish new state-of-the-art performance.
Gopi Raju Matta, Reddypalli Trisha, Vemunuri Divya Madhuri +1
Jul 4, 2026eess.IV

GALOSH: Blind, Training-Free Denoising of Raw Bayer and sRGB Images by Parallel-Friendly Local Shrinkage

Classical training-free denoisers such as BM3D and non-local means owe much of their strength to search: content-dependent block matching whose memory traffic and data-dependent control flow parallelize poorly and preclude fixed-latency implementations. Learned denoisers reach the highest quality, but they need training data, degrade outside their training domain (which we also observe), and carry per-pixel compute budgets that effectively require a GPU. We present GALOSH (Generalized Anscombe LOcal SHrinkage), a redesign of training-free denoising that removes the search entirely and aims at multi-domain coverage, speed, and quality at once: a blind per-image Poisson-Gaussian noise fit, a generalized Anscombe transform, a two-pass local Walsh-Hadamard shrinkage of luminance, and a luminance-guided local regression of chrominance -- two deliberately different operators for the two perceptually different noise components, each with its own strength control. Every stage is local, data-independent, and regular -- the same computation graph for every pixel of every image. One core serves two domains: raw Bayer mosaics and sRGB/YUV images. On four real-noise benchmarks (SIDD Medium and RawNIND, raw and sRGB) GALOSH is consistently the strongest among the tested blind, training-free methods -- surpassing BM3D- and NLM-family baselines even when those are given an oracle noise level -- and approaches trained networks on raw data while remaining below in-domain trained networks at high ISO in sRGB. Being search-free makes it fast: 7x-650x faster than the DL baselines on the same GPU at full benchmark size, and the only strong method in the comparison that also runs practically on plain CPUs. The fixed, data-independent structure is designed to map naturally onto fixed-point and streaming hardware, supported by an operation-count analysis and a working INT16 fixed-point realization.
Yoshiro Sato
Jul 4, 2026cs.CV

Sparse-View Surface Reconstruction using Gaussian Splatting through High-Confidence Depth Propagation with Normal Priors

3D reconstruction from sparse views is a challenging task in 3D computer vision. Recent studies on 3D Gaussian Splatting (3DGS) have achieved remarkable results with sparse views in novel view synthesis, yet reconstructing high-quality geometric surfaces from sparse views remains a challenge, due to the limited geometry clues and the discreteness of Gaussians. In this paper, we propose a novel 3DGS-based method for high-fidelity surface reconstruction from sparse views. Our key insight is to introduce a normal-guided depth propagation approach, which can extend depth information from high-confidence regions to constrain the depth in low-confidence areas. Additionally, we propose an abnormal depth edge-aware regularization to address depth discontinuities caused by the discreteness of Gaussians. Extensive experiments on DTU and Tanks-and-Temples datasets demonstrate that our method outperforms the state-of-the-art methods in sparse view surface reconstruction. Project page: https://hanl2010.github.io/DP-GS.
Liang Han, Bangcai Wei, Junsheng Zhou +2
Jul 4, 2026cs.HC

CoGen3D: An Agentic Human-AI Co-Design Pipeline for 3D Asset Generation for Virtual Reality

Creating 3D assets for virtual reality requires modeling expertise, which restricts the authorship of immersive experiences. Existing generative AI tools rely on unconstrained, command-driven prompting, lacking the conversational scaffolding needed for users to articulate their intent and validate designs prior to rendering. To address this, we introduce CoGen3D, an agentic human-AI co-design pipeline that proactively guides users through conversational intent elicitation, a concept image confirmation, and image-to-3D generation that directly deploys to immersive scenes. We evaluated this system through a user study (N=120) across six affectively diverse immersive scenes, observing 60 Design group participants who co-created 3D assets for the scenes, and 60 Validation group participants who experienced the scenes with generated assets. Our findings show that co-designed assets are associated with higher scene engagement and shifted affective responses, while participants generally preferred concept images over the final 3D assets, with no increased leniency toward degradation in their own creations. Analysis of the human-AI conversations further shows that target environments shape users' conversational patterns. Our results suggest that our staged, intent-based co-design can democratize virtual reality authoring and shift immersive content creation from technical execution toward collaborative spatial design.
Weiwei Jiang, Wanyu He, Zheyu Tan +5
Jul 3, 2026cs.RO

ROBOCYCLE: Autonomous Dual-Arm Robotic Manipulation and Coordination for Recycling Applications

As urban waste volumes escalate and labor shortages intensify, automated waste sorting systems are becoming a necessity. However, current robotic solutions often struggle with the 3D perception and manipulation of transparent, deformable, or cluttered objects. This work introduces ROBOCYCLE, an autonomous dual-arm robotic recycling platform designed to meet the recycling standards of the Tokyo metropolitan area. Our approach integrates multi-view RGB-D perception, transformer-based instance segmentation using RF-DETR, and 6-DoF grasp planning via the Anygrasp SDK. By processing segmentated point clouds, the system generates robust candidate poses for irregular and deformable waste. The system achieved a 90.3% grasp success rate and 84.3% overall task success rate, effectively performing complex coordinated tasks such as unscrewing PET bottle caps. The proposed platform offers a scalable solution for autonomous waste management in real-world human environments.
Rubén de J. Hilario-Cruz, Jesus A. García-González, Enrique Coronado +1
Jul 3, 2026cs.CV

iVISION-2DCD: A Long-Term Change Detection Dataset for Large-Scale Outdoor Construction Monitoring

Automation in construction is essential for reducing costs and human errors in large-scale projects. We approach the construction progress monitoring from the aspect of detecting changes in construction sites. As construction buildings continue to evolve in geometry and appearance over time, change detection need to be performed from arbitrary camera viewpoints. This necessitates developing 2D Change Detection (2DCD) algorithms that operate robustly across diverse camera perspectives at construction sites. While developing and evaluating such systems is data-intensive, no open-source benchmark dataset exists at the intersection of 2D change detection and construction automation research. Data collection using Unmanned Aerial Vehicles (UAVs) is gaining its popularity in outdoor large-scale surveying. However, in active construction sites conducting drone missions equipped with high-end sensors imposes safety concerns. Flight trajectory and collected camera viewpoints can be significantly limited. To address this critical gap, we introduce iVISION-2DCD, a large-scale synthetically generated dataset from dense LiDAR point clouds with photorealistic input images and accurate ground truth annotations. Our dataset formally defines the problem of viewpoint-robust 2DCD at construction sites and captures the inherent complexities of real-world deployment. In this paper, we present our systematic methodology for synthetic data generation, developing novel view synthesis techniques to overcome bi-temporal alignment and viewpoint diversity challenges, and implementing semi-automated semantic segmentation with change label generation while preserving challenging real-world cases. Benchmark evaluations using state-of-the-art 2DCD algorithms demonstrate that iVISION-2DCD poses novel research challenges for the computer vision and robotics communities.
Dayou Mao, Yuchen Lin, Ashkan Ebadi +3
Jul 3, 2026cs.CV

R3D: Quantitative 3D Spatial Reasoning for Egocentric Wearables

Quantitative 3D spatial reasoning from egocentric RGB-D video is a critical capability for next-generation wearable assistants. Yet existing benchmarks do not reflect the challenges of handling (1) natural egocentric video, (2) posed RGB-D video inputs, and (3) challenging quantitative 3D spatial reasoning Q&A. To fill this gap, we introduce R3D-Bench (Reasoning in 3D), a benchmark of 3,033 quantitative spatial reasoning questions across 15 types -- spanning multiple-choice, distance-based, and volumetric reasoning questions -- built on top of 57 egocentric video sequences from Aria Digital Twin. To set a strong baseline on this dataset, we introduce R3D, a model-agnostic spatial tool-calling framework. In contrast to existing approaches that directly embed 3D information into the model's input representation, R3D constructs a 3D scene from video using segmentation and depth-lifted object representations. It provides this information to an LLM through eight composable spatial tools. On R3D-Bench, R3D with Qwen3-VL 235B achieves 73.5% mean relative accuracy, substantially outperforming the best depth-enabled baseline (CuTR+Tools, 61.9%) and the best RGB-only baseline (Gemini 3 Flash, 46.5%).
Maxwell Horton, Wei Lu, Quan Tran +6
Jul 3, 2026cs.CV

Holo-Captioning: Toward the Text Equivalent of 3D Scenes

This work introduces holo-captioning, a novel task that strives to seek the text equivalent of 3D scenes. As the initial step, we formulate holo-captioning as generating a structured textual description that comprehensively depicts all entities within a 3D scene -- including their semantic tags, spatial locations, attributes, and inter-entity relations. To tackle this challenging task, we first develop an effective captioning engine to produce detailed descriptions of individual entity instances and instance pairs, and contribute a large-scale benchmark comprising over 15K scenes for training and evaluation. Building upon this foundation, we propose HoloScribe, a novel model that features an instance-aware decoupled pipeline for generating structured holo-captions, and further incorporates anchor-aware instance linking to identify relational instance pairs. Additionally, we propose a comprehensive evaluation metric named HoloScore, and provide a human-curated test set to ensure reliable model assessment. Experimental results demonstrate that HoloScribe significantly outperforms state-of-the-art 3D dense captioners and 3D LLM generalists, underscoring the effectiveness of our approach. Project page: https://visual-ai.github.io/holocap/
Kun-Yu Lin, Chengke Bu, Zhenguo Li +1
Jul 3, 2026cs.CV

E-TraMamba: A New Paradigm for Efficient Long-Term 3D Feature Tracking with Event Cameras

Event-based 3D tracking enables low-latency and high-speed perception, while existing CNN- and Transformer-based trackers struggle to capture long-range spatiotemporal dependencies in sparse, noisy event streams, especially under real-time and efficiency constraints. To address these challenges, we present E-TraMamba, the first Mamba-based framework for 3D feature tracking on event data. This new framework adopts a linear state-space model for efficient long-range modeling and integrates a lightweight affine-transform predictor to maintain stable tracking under motion blur and occlusion. We also design an effective scheme to fuse multi-scale cues -- local spatiotemporal patches, correlation maps, and positional embeddings -- into a unified representation that enables stable and smooth 3D tracking. We construct a large-scale synthetic dataset, named EvD-PointOdyssey, which is generated with monocular rendering and provides synchronized event streams, depth maps, and accurate 3D trajectories for training and evaluating event-based 3D tracking models. Extensive experiments on event-based benchmarks demonstrate that E-TraMamba achieves state-of-the-art performance, delivering over 2×2\times longer feature lifetimes under strict accuracy thresholds (e.g., 0.1 m), with higher tracked-feature ratios and lower RMSE than all baselines. These results make E-TraMamba a strong candidate for low-latency visual odometry, real-time SLAM, and interactive robotics.
Juwei Shen, Yujie Wu, Changwen Chen
Jul 2, 2026cs.CV

VLRC: Vision-Language Reprojection Consistency as a scalable signal for better feed-forward 3D pretraining

Feed-forward 3D models are commonly trained using either expensive geometric supervision or self-supervised photometric objectives, both of which provide incomplete learning signals. We introduce Vision-Language Reprojection Consistency (VLRC), a scalable auxiliary objective that exploits frozen vision-language representations as semantic multi-view supervision. Given a predicted 3D reconstruction, VLRC reprojects dense vision-language features across views and enforces feature consistency between corresponding image locations, requiring no additional 3D annotations. The objective integrates seamlessly with both self-supervised monocular reconstruction and supervised-pretrained feed-forward 3D models during unlabeled adaptation. By aligning geometry with language-grounded features, VLRC not only improves depth and camera estimation but also enables more coherent multi-view semantic fusion for open-vocabulary 3D scene understanding. Experiments on indoor and outdoor benchmarks demonstrate consistent gains in 3D reconstruction accuracy and zero-shot open-vocabulary 3D semantic segmentation.
Marwane Hariat, David Filliat, Antoine Manzanera
Jul 2, 2026cs.CV

Alignment Is All You Need For X-to-4D Generation

Generative diffusion models excel at synthesizing high-quality images, videos, and 3D content under multimodal control. However, arbitrary user-defined modality-to-4D (X-to-4D) generation remains challenging due to the high cost of constructing diverse datasets and the limited scalability of existing methods. This paper presents Align4D, a flexible framework that translates any-modal input into coherent video-3D pairs, using video to guide 4D motion and 3D data to shape 4D geometry. Align4D introduces three key techniques: (1) Object Distance Alignment, which searches Video-Aligned and Multiview-Aligned Object Distances (VAOD/MAOD), respectively, to reconcile 4D renderings with video and the priors of multiview diffusion models; (2) Motion-Geometry Joint Alignment, which constrains known and unknown views through synchronized video and 3D inputs, ensuring consistent 4D generation; and (3) Asynchronous Optimization, which decouples Gaussian attribute and deformation network training to enhance motion and geometry fidelity. We further propose the X4D dataset, which integrates prompt, image, video, and 3D data for benchmarking. Experiments on X4D and Consistent4D demonstrate that Align4D achieves state-of-the-art quality and consistency in X-to-4D generation. Project page: https://miaoqiaowei.github.io/Align4D/.
Qiaowei Miao, Kehan Li, Yawei Luo +1