3D Object Understanding

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Period ending 2026-09-21

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Period ending 2026-09-14

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Period ending 2026-09-07

41 new papers

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722 papers

Latest in 3D Object Understanding

Jun 6, 2026cs.CV

DAL-PCQA: Enabling Distortion-Level and Language-Driven Reasoning for Point Cloud Quality Assessment

Point Cloud Quality Assessment (PCQA) methods typically predict scalar Mean Opinion Scores (MOS), which quantify overall perceptual degradation but do not reveal its causes. In contrast, human observers naturally reason in terms of specific distortions such as blur, color shifts, point density changes, missing regions, and geometric deformations. To close this gap, we introduce DAL-PCQA, a distortion-aware, language-annotated dataset for PCQA. DAL-PCQA augments benchmark point clouds with multi-level distortion severity labels, discrete quality categories, and structured natural language descriptions aligned with human perception. We define a point-cloud-specific distortion taxonomy that covers both photometric and geometric artifacts. Statistical analysis reveals characteristic degradation patterns across distortion types and quality levels. To assess the utility of these annotations, we compare zero-shot and fine-tuned multimodal models for generating perceptual quality descriptions. Experiments show that distortion-aware supervision substantially improves lexical and semantic alignment with ground-truth descriptions. By enabling interpretable, distortion-level reasoning, DAL-PCQA facilitates language-driven, explainable point cloud quality assessment. The dataset is publicly available at https://github.com/swarna96/DAL-PCQA.
Swarna Chakraborty, Gabriel De Castro Araújo, Syeda Tasmi Faria +2
Jun 5, 2026cs.CV

C3VD-DEFCOL: A Deformable Colonoscopy Dataset with Time-Resolved 3D Ground Truth and Realistic Appearance

3D reconstruction could improve colonoscopy by estimating mucosal coverage and alerting clinicians to missed regions during screening. However, algorithm development is limited as no current datasets provide both a realistic in vivo appearance and dense, time-resolved 3D ground truth, especially under non-rigid deformation. We present C3VD-DEFCOL, a framework and dataset for evaluating deformable colonoscopy reconstruction with paired geometry and realistic texture. Starting from C3VD/C3VDv2 colon meshes and camera trajectories, we generate controlled deformations of the colon surface, including peristaltic waves and centerline motion, and render per-frame depth, surface normals, optical flow, camera poses, and time-stamped 3D meshes. We then use the rendered geometry, primarily depth, to condition an LTX-2.3-based sim-to-real translation model that produces RGB clips with in vivo-like mucosal color, texture, vasculature, and specular appearance while preserving the underlying 3D scene structure. The resulting dataset contains 110 videos from 11 unique colon mesh geometries, with varying camera trajectories, appearances, and parameterized deformation regimes, including three peristaltic severity levels that serve as controlled evaluation axes. We evaluate the generated videos using appearance realism, geometric consistency, and temporal consistency metrics, and use the paired ground truth to benchmark the downstream task of pose estimation in deformable 3D reconstruction. Our experiments show how pose estimation error increases with increasing deformation severity, providing a controlled stress test that is not possible with existing in vivo datasets. Overall, C3VD-DEFCOL is designed as a reproducible, quantitative evaluation platform for testing deformable 3D reconstruction algorithms, with the goal of reducing the domain gap between synthetic datasets and in vivo colonoscopy.
Ethan Luk, Mayank V. Golhar, Anthony Song +5
Jun 5, 2026cs.CV

Skill-3D: Evolving Scene-Aware Skills for Agentic 3D Spatial Reasoning

This paper explores agentic 3D spatial understanding, i.e., MLLM agents performing 3D reasoning through tool use. Existing methods often misuse tools and exhibit biased tool preferences under 3D scenarios, leaving the agentic paradigm with only marginal gains over non-agentic strategies. We reveal that 3D spatial reasoning tasks are heterogeneous across scenes, while these agents apply a uniform tool-use strategy to all scenes rather than selecting tools according to the specific scene and task. To address this, we propose Skill-3D, a framework that learns self-evolving scene-aware skills. Specifically, Skill-3D identifies the task scene and records the agent's tool-use trajectory into a Scene Memory, where successful trajectories from similar scenes are aggregated and distilled into a reusable scene-aware skill, with failed ones attached to the skill as lessons. During training, once a similar scene recurs, the corresponding skill is injected to guide the agent, producing new trajectories whose successes and failures further refine the skill, forming a loop in which the memory and the skill library co-evolve. Experiments show that Skill-3D substantially improves tool utilization in 3D spatial reasoning (from 39% to 78% on VSI-Bench), driving the agent toward correct and sufficient tool use. For instance, it improves Gemini-3-Flash by 67% on MMSI-Bench. Furthermore, we conduct agentic post-training over skill-guided trajectories, which boosts Qwen3-VL-8B by 60% on VSI-Bench.
Haoyuan Li, Zhengdong Hu, Jun Wang +2
Jun 5, 2026cs.CV

DisPOSE: Projected Polystochastic Diffusion for Self-Supervised Multi-View 3D Human Pose Estimation

Recovering 3D human poses for multiple individuals from different camera views is a fundamental bottleneck for analyzing interacting behaviors. Existing self-supervised approaches leverage synthetic catalogues of 3D poses; however, this leads to poor generalization in real-world scenarios due to distribution shifts. We therefore introduce DisPOSE, a self-supervised framework that approximates the inherently discrete multi-view person-assignment problem as a generative diffusion process over the space of polystochastic tensors. By employing differentiable Sinkhorn projections during denoising, our model learns to guide solutions toward valid and feasible assignments based on 2D image priors. The complete 3D skeletons of localized individuals are then regressed using a Hypergraph-Convolutional Decoder that explicitly models relational structures and articulated joints across multiple views. The proposed approach outperforms current state-of-the-art self-supervised methods on standard datasets and demonstrates strong performance on a newly proposed benchmark featuring highly occluded scenes from surgical operating rooms. Our diffusion-based localization demonstrates high label efficiency, retaining 99% of its performance with only 10% of the pseudo-labels. Notably, disentangling the assignment and root regression components while maintaining differentiability makes DisPOSE nearly agnostic to different camera arrangements.
Tony Danjun Wang, Tolga Birdal, Nassir Navab +1
Jun 5, 2026cs.CV

EvoGS: Constructing Continuous-Layered Gaussian Splatting with Evolution Tree for Scalable 3D Streaming

Streaming 3D Gaussian Splatting requires highly scalable, progressive representations. Existing progressive methods rely on \textit{discrete layering}, accumulating separate splat sets for each level of detail. This structural independence between layers inherently leads to error accumulation, severe splat redundancy, and uncontrolled quality transitions. We propose EvoGS, the first \textit{continuous-layering} representation. Organized as an Evolution Tree, EvoGS generates finer details via an explicit, wavelet-inspired parent-child refinement. This empowers child nodes to structurally correct ancestral errors, yield inherently sparse and highly compressible inter-layer signals. Extensive experiments show EvoGS eliminates splat redundancy from over 65% to under 25%. Compared to state-of-the-art baselines, it reduces transmission payload and GPU VRAM footprint by up to 2.4×\times and 5.5×\times, respectively, and achieves smooth quality transitions optimal for real-time adaptive streaming. Project page: https://yuang-ian.github.io/evogs/
Yuang Shi, Simone Gasparini, Géraldine Morin +1
Jun 5, 2026cs.CV

Native3D: End-to-End 3D Scene Generation via Unified Mesh-Texture Modeling and Semantic Alignment

This paper presents Native3D, the first end-to-end 3D scene generation framework that completely bypasses 2D intermediate representations. Traditional approaches typically require adapting 3D representations to the 2D domain to leverage pre-trained diffusion models, which inevitably introduces domain adaptation issues including geometric structural distortion and texture detail degradation. To address these limitations, we design a unified mesh-texture joint representation that simultaneously models both geometric structures and texture features through a Transformer-based scene encoder, effectively maintaining spatial relationships and visual consistency among objects within scenes. We further propose the 3D Representation Alignment Loss (3D REPA Loss), which employs an improved contrastive learning mechanism to align multi-level semantic representations in the latent space, significantly enhancing geometric and textural fidelity. Experimental results demonstrate that Native3D outperforms existing methods in both generation quality and editing flexibility, providing a novel solution for 3D scene editing.
Yibo Liu, Ziwei Zhang, Haozhou Pang +3
Jun 5, 2026cs.CV

3DMorph: Single-Image-Guided Local 3D Shape Editing and Morphing

Despite recent progress in 3D generation, intuitive editing of existing shapes remains limited. Unlike images, which benefit from well-established inpainting tools, general 3D objects such as meshes still lack simple and effective methods for local shape editing. Existing approaches are often global, domain-specific, require complex user interaction, or focus on appearance (color and texture) rather than geometry. We introduce 3DMorph, a training-free framework for single-image-guided local 3D shape editing and morphing. Given an edited image showing a desired shape modification, our method automatically localizes the relevant 3D region and transfers 2D modifications to 3D while preserving unmodified areas. 3DMorph also enables intermediate shape generation between the original and edited objects, facilitating design exploration. To benchmark editing quality, we introduce Delta3D, an image-guided local 3D editing benchmark with paired ground-truth edits. Experimental results show that 3DMorph translates intuitive 2D edits into 3D, outperforming state-of-the-art generative and editing methods.
Tobias Preintner, Yunfei Deng, Phillip Müller +5
Jun 5, 2026cs.CV

Automated 3D Kinematic Monitoring for Circadian Activity and Anomaly Detection in Juvenile Fish

Precision aquaculture faces a "phenotyping bottleneck" in tracking high-resolution behavioral traits, as conventional methods cannot quantify instantaneous three-dimensional (3D) physical exertion. To address this, we present a high-throughput 3D behavioral phenotyping framework integrating deep learning object detection with binocular stereo vision for real-time monitoring of juvenile tilapia in high-density environments. The system automates non-contact body length estimation and reconstructs 3D swimming trajectories from absolute spatial coordinates. By eliminating 2D perspective distortions, this approach precisely quantifies 3D velocity and acceleration, marking the first estimation of true physical swimming speeds in free-roaming juveniles. Results show the framework successfully establishes circadian locomotor baselines, serving as an early warning system for physiological stress and providing an objective metric for fish vitality.
Chih-Wei Huang, Chang-Wen Huang, Chung-Ping Chiang +1
Jun 5, 2026cs.RO

Task Editing for Generalizable 3D Visuomotor Policy Learning

3D visuomotor policies offer a promising direction for complex robotic manipulation, as depth maps and point clouds provide rich geometric information for spatial reasoning. However, their success often depends on large-scale real-world demonstrations, which are costly and time-consuming to collect. To this end, existing methods commonly use demonstration generation strategies to improve data efficiency by applying object-centric transformations to human-collected demonstrations, such as varying object poses or scales. While effective for local variation, these transformations largely preserve the original scene structure and skill sequence, limiting their ability to synthesize diverse scene-skill-object combinations for complex tasks. In this paper, we propose Task-Edit, a novel demonstration generation framework that generates diverse trajectories from a task-centric editing perspective. The key insight of Task-Edit is to decompose a task into scene, skill and object components, and flexibly recombine them. In this way, Task-Edit enables scalable demonstration generation and significantly improves generalization for long-horizon manipulation tasks. We evaluate Task-Edit through extensive real-world experiments and demonstrate three advantages: (1) Effectiveness: Task-Edit significantly improves 3D visuomotor policies across various real-world tasks and robot embodiments. (2) Generalizability: Task-Edit improves model generalization across different scenario setups. (3) Applicability: Task-Edit enables models to handle scenarios that are difficult to collect in the real world, including disturbance resistance, obstacle avoidance and unseen cluttered scenes.
Jian-Jian Jiang, YiHan Yang, Lan Wei +6
Jun 5, 2026cs.CV

When is 3D Worth It? A Resource-Performance Frontier for CNNs and Transformers in Lung CT

Three-dimensional models are widely assumed preferable for volumetric medical imaging, yet their practical value depends on whether performance gains justify added computational cost and complexity. Rather than proposing a new architecture, we study how input dimensionality (2D, 2.5D, 3D) affects model behavior across convolutional neural networks (CNNs) and Vision Transformers (ViTs) under a fixed training protocol. Using a leakage-free NLST cohort (n = 1,977) with supporting LIDC-IDRI data, we find that the 2.5D CNN offers the most favorable discrimination-stability trade-off in our comparison (ROC-AUC 0.682, 95% CI [0.546, 0.799]) with a stable operating point. In contrast, 3D CNNs show threshold instability, and transformers exhibit degenerate predictions, such as all-positive predictions. Confidence intervals are wide and overlapping, so we present these results as a controlled resource-performance frontier and a failure-mode taxonomy rather than as definitive superiority claims. For class-imbalanced lung cancer screening classification, 2D and 2.5D inputs provide a more reliable trade-off between performance, stability, and computational efficiency than full 3D representations.
Md Enamul Hoq, Sharafat Hossain, Imraul Emmaka +4
Jun 5, 2026cs.CV

Stream3D-VLM: Online 3D Spatial Understanding with Incremental Geometry Priors

Despite advances in 3D scene understanding, existing 3D Large Multimodal Models operate in offline settings, requiring complete scene observations or predefined video clips. In this paper, we present an online 3D vision-language model that enables real-time spatial understanding from streaming video. Our approach adopts an autoregressive streaming control modeling based on the LLM's next-token prediction objective to learn when to respond, and employs a lightweight Visual-Spatial Feature Integration (VSFI) module to incrementally inject temporally aligned geometry priors into the visual stream. To alleviate long-context decoding overhead, we propose a plug-and-play Geometry-Adaptive Voxel Compression (GAVC) module for efficient visual token compression. To address the scarcity of streaming 3D-language data, we further develop a scalable data generation pipeline that curates over 1M online spatio-temporal 3D QA pairs and establishes a comprehensive benchmark spanning 29 tasks. Extensive experiments show that our approach significantly outperforms both proprietary and open-source models across online and offline 3D spatial understanding, reasoning, and grounding tasks. The project page is available at https://stream3d-vlm.github.io/
Hanxun Yu, Xuan Qu, Lei Ke +4
Jun 5, 2026cs.CV

ARAPDiffusion: ARAP Regularization for Diffusion-Based Deformable Shape Space Learning

This paper introduces ARAPDiffusion, a latent diffusion model to learn the underlying continuous shape space of a deformation shape collection. The key innovation is in injecting the as-rigid-as-possible (ARAP) deformation model as regularization losses into latent diffusion (LD), releasing the requirement of having abundant 3D training data for learning generative models. In contrast to the standard LD, we show how the ARAP model can be used to improve both the encoder/decoder and the LD model. The training procedure alternates between using the synthetic distribution defined by the LD model to develop a regularization loss that enhances the shape encoder/decoder and using the shape decoder to develop a regularization loss to improve the LD model. We also show the benefit of the LD paradigm in combining a representation-free LD process and an implicit shape decoder that is applicable to unorganized point clouds. The experimental results of unconditional and conditional shape generation demonstrate the advantages of ARAPDiffusion over baseline approaches.
Haibo Liu, Jinghan Ke, Haitao Yang +3
Jun 4, 2026cs.CV

PAR3D: A Unified 3D-MLLM with Part-Aware Representation for Scene Understanding

Recent advances in 3D multimodal large language models (3D-MLLMs) have enabled unified solutions for 3D scene understanding tasks, including visual question answering, captioning, and referring segmentation. However, existing 3D-MLLMs remain largely object-centric, limiting their ability to model fine-grained part structures that are essential for embodied interaction with 3D environments. In this work, we present PAR3D, a unified part-aware 3D-MLLM framework that enables models to understand, reason about, and ground both objects and their parts in 3D scenes. To enable training and evaluation of part-aware 3D scene understanding, we introduce ScenePart, a synthetic 3D scene dataset with part-level annotations and language instructions. We further develop Part-Aware 3D Representation Learning to enrich 3D visual representations with fine-grained part-level semantics, and propose Hierarchical Segmentation Query Generation to ground part targets via hierarchical object-part queries. Extensive experiments show that our method substantially improves part-level question answering and referring segmentation, while also achieving strong performance across object-level vision-language tasks.
Shaohui Dai, Yansong Qu, You Shen +2
Jun 4, 2026cs.CL

IR3DE: A Linear Router for Large Language Models

Foundational Large Language Models (LLMs) demonstrate proficiency on a wide range of general tasks, and achieve remarkable results on various specialized tasks via domain-expert LLMs. With the ever-growing list of available LLMs, inference routers are being proposed to select the most appropriate LLM for each prompt. However, existing routing methods either optimize cost across weak-to-strong generalist LLMs or require substantial training to support domain-expertise routing. In this paper, we propose IR3DE, a Ridge Regression-based Router for Domain Experts that provides cheap and fast routing decisions for each prompt. We evaluate IR3DE in two Causal Language Modeling (CLM) settings where the tasks are next-token prediction for all domains, and one reasoning setting where each domain has its own distinct reasoning task. Despite being a linear router, IR3DE achieves performance comparable to the other baselines in both CLM settings, and surpassing them in the reasoning setting, with a normalized performance of 98.4%. Moreover, IR3DE enables the addition or removal of new domain experts without requiring the router to be retrained from scratch, allowing a dynamic set of LLMs to be served with minimal disruption to the router itself. Our code is available at: github.com/gensyn-ai/IR3DE.
Eros Fanì, Oğuzhan Ersoy
Jun 4, 2026cs.CV

T-FunS3D: Task-Driven Hierarchical Open-Vocabulary 3D Functionality Segmentation

Open-vocabulary 3D functionality segmentation enables robots to localize functional object components in 3D scenes. It is a challenging task that requires spatial understanding and task interpretation. Current open-vocabulary 3D segmentation methods primarily focus on object-level recognition, while scene-wide part segmentation methods attempt to segment the entire scene exhaustively, making them highly resource-intensive and time consuming. Balancing segmentation performance in terms of granularity, accuracy, and speed remains a challenge. As one step towards alleviating this, we introduce T-FunS3D, a task-driven hierarchical open-vocabulary 3D functionality segmentation method that provides actionable perception for robotic applications. Our method takes as input the 3D point cloud and posed RGB-D images of an indoor scene. We construct an open-vocabulary scene graph by extracting instances and their visual embeddings in the environment. Given a task description, T-FunS3D identifies the most relevant instances in the scene graph and locates their functional components leveraging a vision-language model. Experiments on the SceneFun3D dataset demonstrate that T-FunS3D is comparable to state-of-the-art in open-vocabulary 3D functionality segmentation, while achieving faster runtime and reduced memory usage.
Jingkun Feng, Reza Sabzevari
Jun 3, 2026cs.CV

UniPixie: Unified and Probabilistic 3D Physics Learning via Flow Matching

Existing feed-forward networks excel at predicting a single set of physical properties from visual appearance, but this point-estimate paradigm fundamentally fails to capture the real world's inherent physical ambiguity. We address this by reframing physics prediction as a task of learning a controllable, continuous distribution of material properties. We introduce UNIPIXIE, a framework trained to predict a continuous and parameterized path of physically plausible material properties from a single visual input. By learning a direct mapping along an object's softest-to-stiffest spectrum on our PIXIEMULTIVERSE dataset, UNIPIXIE allows for controllable generation of diverse, physically valid material fields via a single intuitive parameter. Crucially, UNIPIXIE introduces a novel unified architecture to produce simulation-ready parameters for diverse physics solvers, including continuum-based Material Point Method (MPM), reduced-order deformation based on Linear Blend Skinning (LBS), and anchor-based Spring-Mass systems, addressing a key portability issue in prior work. Experiments show our approach not only generates a rich variety of plausible dynamics but also reduces Young's Modulus prediction error by over 50% against the strongest deterministic baseline, bridging the gap between static point estimates and the continuous nature of physical reality. Project page: https://unipixie.github.io/
Qilin Huang, Quynh Anh Huynh, Long Le +5
Jun 3, 2026cs.GR

Geometry Gaussians: Decoupling Appearance and Geometry in Gaussian Splatting

After the success of 3D Gaussian Splatting (3DGS) for novel view synthesis, many works have explored how to also use it for geometric surface representation. However, extracting accurate geometric information directly from 3DGS remains challenging and can often reduce the appearance rendering quality. In this work, we show that 3DGS in its default form is inheritedly unsuited to represent texture and geometry at the same time, by training with complete ground-truth texture and geometry information. We also propose a simple solution by applying a single additional geometry opacity parameter to each splat, together with an optional transparency-curated optimization pipeline. Our experiments, both with ground-truth and vision foundation model geometric input, show that this change leads to improved rendering and geometry performance on a wide variety of dataset, and especially complex scenes with transparent objects benefit significantly from our method.
Hongyu Zhou, Zorah Lähner
Jun 3, 2026cs.CV

ZipSplat: Fewer Gaussians, Better Splats

Feed-forward 3D Gaussian Splatting methods reconstruct a scene from posed or pose-free images in a single forward pass, yet current approaches predict one Gaussian per input pixel, tying the representation budget to camera resolution rather than scene complexity. A flat wall and a richly textured object thus produce equally many Gaussians despite very different geometric needs. We propose ZipSplat, a token-based feed-forward model that decouples Gaussian placement from the pixel grid. A multi-view backbone extracts dense visual tokens, and k-means clustering compresses them into a compact set of scene tokens. Cross- and self-attention refine these tokens, and a lightweight MLP decodes each into a group of Gaussians with unconstrained 3D positions. Because clustering is applied at inference, a single trained model spans the quality-efficiency curve without retraining. ZipSplat operates without ground-truth poses or intrinsics, yet sets a new state of the art on DL3DV and RealEstate10K with ∼6×{\sim}6{\times} fewer Gaussians than pixel-aligned methods, surpassing the best pose-free baseline by 2.1dB and 1.2dB PSNR, respectively. It further generalizes zero-shot to Mip-NeRF360 and ScanNet++, outperforming all comparable baselines. Our project page is at https://veichta.com/zipsplat.
Alexander Veicht, Sunghwan Hong, Dániel Baráth +1
Jun 3, 2026cs.CV

Recent Advances and Trends in Learning-based 3D Representations

The selection of an appropriate 3D representation is a fundamental design decision that dictates the efficiency, quality, and capabilities of modern computer vision and graphics pipelines for tasks such as 3D reconstruction, novel-view synthesis and rendering, shape and motion analysis, recognition, and generation. While traditional representations (\eg meshes, point clouds, and volumetric grids) remain standard outputs of 3D sensors (\eg LiDAR and 3D scanners) and are widely used in downstream applications (\eg editing and simulation), recent neural and primitive-based representations (\eg 3D Gaussian Splatting) offer compact and differentiable alternatives opening a wide range of opportunities in applications such as games, AR/VR, autonomous driving, robot navigation, and medical imaging, to name a few. The goal of this paper is to survey the main families of 3D representations from discrete explicit formats to continuous implicit fields based either on neural rendering or primitive splatting. For each type of representation, we present the general formulation and its variants, discuss its benefits and limitations, and highlight key applications. We conclude the paper by outlining the open challenges and potential directions for future research. Distinct from recent surveys that broadly cover 3D object and scene reconstruction, this paper provides a focused analysis on the evolution of 3D representations themselves. We specifically emphasize the paradigm shift toward implicit representations, offering a novel perspective on how these emerging formats fundamentally alter 3D/4D workflows.
Adrien Schockaert, Hamid Laga, Hazem Wannous +3
Jun 3, 2026cs.CV

WHU-Infra3D: A Full-stack Multi-modal Dataset and Benchmark for 3D Roadside Infrastructure Inventory

The paradigm of digital twin cities is shifting from coarse visual mapping toward more precise and actionable digitization of urban assets. However, existing datasets predominantly focus on coarse visual perception, lacking the strict multi-modal alignment and attribute and status diagnosis required for automated infrastructure maintenance. To bridge this gap, we introduce WHU-Infra3D, a large-scale, multi-modal benchmark dataset dedicated to roadside infrastructure inventory. Covering 53.8 km across three cities, WHU-Infra3D uniquely integrates panoramic imagery and LiDAR point clouds with rigorous 2D-3D instance association and cross-frame tracking. Comprising over 175k multi-view 2D bounding boxes alongside thousands of 3D infrastructure instances, the dataset provides over 181k detailed attribute and status annotations (e.g., rust, occlusion) to empower operational health assessment. We establish comprehensive baselines across five core tasks: 2D detection, 2D cross-view matching, 3D geo-identification, 3D point cloud segmentation, and attribute recognition. Extensive evaluations expose significant cross-city domain gaps and inherent vulnerabilities of current models on long-tailed defective statuses, establishing WHU-Infra3D as an essential testbed for advancing scalable, AI-driven urban infrastructure inventory and lifecycle management. The WHU-Infra3D dataset is available at https://github.com/WHU-USI3DV/WHU-Infra3D.
Chong Liu, Luxuan Fu, Xuyu Feng +2
Jun 2, 2026cs.CV

A Cookbook of 3D Vision: Data, Learning Paradigms, and Application

3D vision has rapidly evolved, driven by increasingly diverse data representations, learning paradigms, and modeling strategies. Yet the field remains fragmented across representations and benchmarks, making it difficult to develop unified perspectives on efficiency, fidelity, and scalability. This work provides a data-centric taxonomy of 3D vision that connects geometric representations, datasets, learning frameworks, and applications within a single conceptual map. We begin by analysing the principal structural representations of 3D data--point clouds, meshes, voxels, and 3D Gaussians--along with their acquisition pipelines. We then examine how dataset design, benchmark construction, and supervision regimes shape recent advances, spanning 2D-supervised 3D learning, implicit neural representations, and 4D world modeling. Through this integrative lens, we clarify the relationships among representations, learning paradigms, and downstream tasks in reconstruction, generation, and video modeling, offering a consolidated view of emerging trends toward balancing efficiency and fidelity and toward multimodal geometric grounding.
Hongyang Du, Zongxia Li, Dawei Liu +8
Jun 2, 2026cs.CV

SBP-Net: Learning Thin Structure Reconstruction with Sliding-Box Projections

Reconstructing thin 3D structures is challenging due to their sparsity, scale variation, and complex geometry. Such structures arise in a wide range of domains, including medical imaging of vascular systems and industrial pipe systems. While recent neural methods perform well on dense surfaces, they often fail to recover fine thin geometries. We propose a reconstruction approach based on local depth projections, which provide an efficient and informative 2D representation of thin structures. Specifically, we traverse the 3D model with a sliding box to generate local orthographic depth projections, which are processed by a neural network to reconstruct missing thin structures in 2D. The local reconstructions are subsequently fused back into the 3D model to produce a coherent and detailed shape. Experiments on pulmonary artery reconstruction from CT volumes and industrial pipeline recovery from synthetic and real scans demonstrate improved preservation of fine structural details over existing methods.
Ofir Gilad, Andrei Sharf
Jun 2, 2026cs.GR

SymTRELLIS: Symmetry-Enforced Voxel Latents for 3D Generation

Single-view 3D generative models have achieved impressive visual quality, yet they are not designed to satisfy structural or functional requirements, and in practice, often fall short. Symmetry is one such requirement: violations, even subtle ones, on symmetry can render a model physically unusable. We present SymTRELLIS, a method that enforces arbitrary finite point group symmetries (rotational, reflectional, and polyhedral) during the flow-based 3D generation of TRELLIS.2, without retraining the underlying VAE or flow model. Our key idea is to approximate the latent-space action of spatial transformations as a learned linear operator on voxel latents, implemented as a lightweight spatial-transform latent mapper trained on generic, non-symmetric 3D data. At generation time, we enforce symmetry by averaging predicted flow velocities across all symmetry-equivalent transformations at each ODE step, a process we call velocity symmetrization. The symmetry specification can be estimated automatically from an initial TRELLIS.2 generation or supplied by the user, enabling deliberate fold manipulation beyond what the input image suggests. On a curated benchmark of 266 strictly symmetric objects spanning 2- to 20-fold rotations and polyhedral symmetry groups, SymTRELLIS substantially reduces all symmetry error metrics compared to TRELLIS.2, Hunyuan3D-2.1, and TripoSG, while maintaining reconstruction accuracy comparable to the base model.
Guangda Ji, Qimin Chen, Qinchan Li +3
Jun 2, 2026cs.CV

MLP Splatting: Object-Centric Neural Fields

3D representations are fundamental to scene rendering, understanding, and interaction. Recent approaches, such as 3D Gaussian Splatting and Neural Radiance Fields, achieve impressive photorealistic novel-view synthesis, but lack the ability to easily decompose scene elements into a few primitives, requiring additional segmentation or grouping for object-level manipulation. We present MLP-Splatting, a method that enables scene decomposition via a few expressive light-field primitives while providing photorealistic novel-view synthesis. MLP-Splatting models each primitive as an independent compact MLP with localized spatial support that predicts radiance and opacity. In contrast to low-level Gaussian primitives or a single global radiance field, our neural primitives provide greater expressive capacity while remaining spatially localized. Rendering is performed through efficient sparse volumetric compositing over ray-primitive interactions. Our primitives are supervised using RGB supervision alone, which yields primitives that represent local scene regions often corresponding to objects or object parts, enabling interactive object-level editing without segmentation masks by selecting a handful of primitives. Our method, augmented with optional semantic feature distillation, enables open-vocabulary scene interaction and open-set instant segmentation. Compared to state-of-the-art methods, we achieve substantially lower memory usage (1/15×\times) and faster rendering (3×\times), as we show in our experiments compared to semantic 3DGS methods. Project Page: https://shinjeongkim.com/mlp-splatting
Shinjeong Kim, Yuzhou Cheng, Xin Kong +2
Jun 2, 2026cs.CV

UnsOcc: 3D Semantic Occupancy Prediction in Unstructured Scene via Rendering Fusion

Unstructured scenes present unique challenges for autonomous driving, as irregular obstacles and sparse scene layouts undermine the effectiveness of traditional perception methods such as 3D object detection. 3D semantic occupancy prediction has emerged as a prominent focus due to its ability to provide dense spatial representations by assigning semantic labels to individual voxels in 3D space. However, directly applying 3D semantic occupancy prediction to unstructured scenes remains challenging because scene sparsity hinders effective cross-modal fusion and the more severe long-tail distribution in these scenarios further degrades prediction performance. To validate the effectiveness of our approach, we construct a dedicated dataset of unstructured scenes collected from open-pit mines. Based on this, we propose UnsOcc, a multi-modal 3D semantic occupancy prediction framework that improves robustness in unstructured environments. At its core, we introduce a rendering-based fusion module, RenderFusion, which enhances cross-modal feature alignment through bidirectional rendering supervision. Furthermore, we propose GSRefinement, a detail-aware auxiliary supervision method based on Gaussian Splatting that projects sparse 3D occupancy predictions into dense 2D semantic segmentation maps, enabling effective supervision for long-tail categories. Extensive experiments on both the open-pit mine dataset and the nuScenes dataset demonstrate that our method significantly outperforms existing state-of-the-art approaches.
Ye Wu, Ruiqi Song, Baiyong Ding +3
Jun 2, 2026cs.CV

Learned Non-Maximum Suppression for 3D Object Detection

Post-processing is a critical stage in LiDAR-based 3D object detection, where dense and overlapping proposals must be filtered for compact and reliable perception. This work introduces two learned filtering modules that replace heuristic non-maximum suppression (NMS) by leveraging relations among detections. D2D-Rescore employs transformer-based detection-to-detection (D2D) attention, while GossipNet3D adapts the 2D GossipNet concept to 3D through localized message passing in bird's-eye view. A metric-aware matching strategy aligned with the nuScenes evaluation protocol ensures consistent training and validation behavior, improving overall detection performance. Both approaches improve mean average precision (mAP), nuScenes detection score (NDS), and true positive quality compared to CircleNMS, particularly for small and infrequent classes, while adding minimal computational overhead. These results demonstrate that learned, detection-level filtering can enhance 3D detector reliability without modifying the base network, offering a principled alternative to heuristic suppression. Code is available at https://github.com/rst-tu-dortmund/learned-3d-nms .
Timo Osterburg, Stefan Schütte, Torsten Bertram
Jun 2, 2026cs.CV

From 3D Perception to Safety Reasoning: A Graph-Based Framework for Real-Time Underground Mine Monitoring

Underground coal mining requires personnel and heavy equipment to operate within shared, confined, and poorly illuminated spaces where hazards such as equipment proximity violations, structural instabilities, and occluded blind spots are difficult to anticipate. Conventional monitoring systems, including fixed cameras and rule-based proximity alerts, can detect predefined events but lack the 3D scene understanding and contextual memory needed to identify complex or evolving hazards. This paper presents a continuous monitoring framework that converts colourised 3D point clouds into structured and traceable safety reasoning outputs. The framework combines 3D semantic perception, uncertainty-based anomaly detection, rule-based hazard checks, on-device LLM reasoning, and GraphRAG -based memory analysis to identify immediate hazards and interpret longer-term safety patterns. Scene and temporal graphs serve as the explicit knowledge structure, linking perception outputs across reasoning stages. To overcome the scarcity of labeled underground data, real roadway scans, controlled object placement, and high-fidelity longwall simulation were combined to generate diverse hazard scenarios, while self-supervised pretraining improved segmentation from limited annotations. The perception model achieved 92.7% accuracy at 30 FPS with low memory usage. Across 115 hazard scenarios, rule-based checks achieved 57% coverage, increasing to 76% with contextual LLM reasoning and 93% with memory-based reasoning using historical records. Qualitative results show uncertainty-derived anomaly signals support the interpretation of out-of-distribution hazards beyond predefined classes. Overall, graph-based knowledge representation combined with 3D perception and layered safety reasoning provides a practical foundation for intelligent decision support in underground mine monitoring.
Pasindu Ranasinghe, Simit Raval, Dibyayan Patra +2
Jun 2, 2026cs.CV

TASE: Truncation-Aware Semantic Embeddings for 3D Scene Understanding and Editing

High-fidelity semantic 3D scene representations are crucial for numerous applications, including robotics, autonomous driving, and simulation. Beyond this, the ability to edit such representations enables developers to adapt these applications more easily to specific target scenarios. Current approaches provide limited support for controllable editing. We introduce TASE, a method that projects pretrained 2D semantic features into a truncation-aware embedding space to enable flexible 3D scene editing. Our method explicitly optimizes a feature space in which progressively reducing feature channels yields increasingly abstract semantic representations, while retaining more channels preserves fine-grained detail. Additionally, we improve multi-view consistency of the features using a scale- and translation-equivariance loss. The resulting truncation-aware embedding space enables text-driven edits to 3D scenes, providing explicit control over how strongly edits adhere to the original scene content and allowing more substantial modifications than prior methods. Moreover, we propose a finetuning stage for the editing diffusion model to mitigate artifacts caused by geometric changes. Experimental results demonstrate competitive performance in 3D scene editing, substantially outperforming prior methods on edits involving large geometric modifications.
Tim-Felix Faasch, Jochen Kall, Lucas Nunes +2
Jun 2, 2026cs.CV

Zero-Shot 3D Question Answering via Hierarchical View-to-Token Transportation

Recently, zero-shot 3D scene understanding via 2D Vision-Language Models (VLMs) has gained increasing research interest due to their promising spatial reasoning capabilities. Typically, multiple 2D views are sampled from a 3D point cloud and fed into pre-trained VLMs to answer a given question. This paradigm highlights the critical role of input context quality and raises the challenge of retaining as many task-relevant 3D details as possible under a limited input budget. We propose \texttt{KeyVT}, a hierarchical approach for input context collection at both the view and token levels. Specifically, we combine pixel features with camera parameters and assess view importance based on both semantic content and geometric position, resulting in spatially consistent and task-relevant views. Furthermore, we address redundancy among patches across selected views by identifying representative tokens under the optimal transport (OT) framework, where view tokens and key tokens are formulated as two discrete distributions in the embedding space. These key tokens are expected to cover all view features by minimizing the OT distance. We evaluate our framework on three widely used benchmarks, demonstrating significant improvements over existing tuning-free methods and performance comparable to training-based approaches.
Dongsheng Wang, Dawei Su, Hui Huang
Jun 1, 2026q-bio.NC

BEAST3D: Animal behavioral analysis and neural encoding from multi-view video via Gaussian splatting

Multi-view video recordings are increasingly used to capture the 3D movements of animals in experimental settings, yet extracting rich 3D representations from these recordings remains challenging. Supervised pose estimation requires extensive manual annotation, while general-purpose 3D reconstruction models trained on generic scene datasets fail on the specialized imagery and sparse-view setting of laboratory experiments. We address these limitations with BEAST3D, a self-supervised pretraining framework that learns 3D visual representations from unlabeled, calibrated multi-view video. BEAST3D uses a vision transformer to predict 3D Gaussian splats that reconstruct held-out views through differentiable rendering, while simultaneously segmenting the animal from the background. BEAST3D reconstructs 3D structure with as few as four views by conditioning directly on known camera parameters--unlike general-purpose models, which must estimate camera geometry from dense overlapping viewpoints that are seldom available in lab settings. Through comprehensive evaluation across four species, we demonstrate that BEAST3D produces rich, viewpoint-invariant features that transfer effectively to three downstream tasks: novel view synthesis, which validates the quality of the learned 3D representations; multi-view pose estimation, which provides the sparse keypoint trajectories widely used in behavioral analysis; and neural encoding, which relates 3D behavioral features to simultaneously recorded neural activity. BEAST3D thus establishes a versatile framework for behavioral analysis that leverages 3D structure in modern multi-view laboratory recordings.
Yanchen Wang, Lenny Aharon, Wangshu Zhu +7
Jun 1, 2026cs.RO

Dexterity-BEV: Aligning 3D World and Actions for Generalizable Robot Policies Learning

End-to-end manipulation policies, combined with web-scale pretrained Vision-Language Models (VLMs), show the promise for generalizable and dexterous robotic manipulation. However, they inherit two key limitations from 2D foundation models: 1) the reliance on 2D RGB inputs that ignores the intrinsically 3D nature of manipulation; and 2) the lack of spatial 3D alignment between input-output spaces as well as across diverse robot embodiments, camera setups, and trajectory datasets. In this paper, we present a series of contributions to address these issues. First, we introduce aligned vertex map and vertex spectrum -- a pixel-wise 3D representation that elevates 2D visual inputs to 3D, using camera calibration and optional depth. This novel input representation marries 3D awareness with the generalization of 2D large VLMs. Then, we propose to align the inputs and outputs of manipulation policies by expressing per-pixel 3D information of each camera view and robot actions to a shared coordinate. Based on this, we designate a canonical Bird's-Eye-View (BEV) alignment frame and innovatively propose to construct BEV images, producing a view-invariant representation robust to camera pose variations. To enable training and evaluation at scale, we develop a comprehensive data processing pipeline to perform such alignments; we also introduce a novel temporal alignment scheme for trajectories across diverse robots, human operators, and datasets. These contributions collectively mitigate input and output spatial-temporal misalignments, improving the consistency and generalization for real-world manipulation. Pretrained checkpoint, source code and data processing pipeline are available in https://hnuzhy.github.io/projects/Dex-BEV.
Huayi Zhou, Wei Gao, Dekun Lu +12
Jun 1, 2026cs.CV

From Extrinsic to Intrinsic: Geodesic-Guided Representation Learning for 3D Geometric Data

Geometric analysis fundamentally distinguishes between \textit{extrinsic} and \textit{intrinsic} perspectives. The dominant paradigm in current 3D representation learning relies on either extrinsic spatial structures or high-level semantics, struggling to capture the essence of shape identity and underlying manifold topology. To bridge this gap, we introduce a novel 3D representation learning paradigm, namely \textbf{PRISM}, for \textbf{P}re-training, which learns isometric embeddings by \textbf{R}ecovering the \textbf{I}ntrinsic \textbf{S}urface geodesic \textbf{M}etric. PRISM incorporates a topology-enforcing objective that explicitly constrains the structure of latent space, alongside a specialized two-stage training recipe mitigating sample imbalance inherent in the distribution of geodesic distances. Experiments demonstrate that our approach shows satisfactory accuracy, robustness, and high efficiency in geodesic distance prediction and achieves superior performance across diverse downstream tasks, including shape recognition, surface parameterization, and non-rigid correspondence. The code will be publicly available at https://github.com/AidenZhao/PRISM.
Yuming Zhao, Junhui Hou, Qijian Zhang +2
Jun 1, 2026cs.CV

SCAPO: Self-Supervised Category-Level Articulated Pose Estimation from a Single 3D Observation

Existing methods for category-level object articulation from a single 3D observation often rely on dense supervision, multi-frame inputs, or CAD templates, and still struggle to disentangle geometry from articulation or to recover explicit joint parameters. We propose SCAPO, a self-supervised framework that estimates canonical geometry, rigid part segmentation, and joint pivots, axes, and articulation states from a single RGB-D observation without ground-truth labels or category-specific models. Our SCAPO first uses an SE(3)-equivariant vector-neuron autoencoder to factor out global pose and align diverse instances into a shared canonical space. On this aligned shape, a joint-aware blend-skinning module is then designed to model part motion. We learn this representation through cycle reconstruction between observed and canonical shapes and cross-space alignment with a learnable canonical template that decouples shared category geometry from instance-specific residual shape. Experiments on synthetic and real articulated-object datasets show that our SCAPO recovers consistent part structure and accurate articulation parameters and outperforms all self-supervised baselines.
Can Zhang, Gim Hee Lee
Jun 1, 2026cs.AI

WorldCoder-Bench: Benchmarking Physically Grounded 3D World Synthesis

Large language models (LLMs) are increasingly asked not only to write static interfaces, but to construct executable interactive worlds from natural language. Browser-native 3D, commonly built with Three.js, is a natural next frontier: generated programs must integrate assets, obey spatial and physical constraints, and keep user-facing controls synchronized with hidden runtime state. Existing web-generation benchmarks and evaluators, however, largely observe only pixels or DOM nodes, while the mechanics of a Three.js world unfold inside an opaque <canvas>. We introduce WorldCoder-Bench, a benchmark for autonomous, physically grounded 3D world synthesis. WorldCoder-Bench contains 2,026 expert-curated tasks across Simulation, Rendering, and Application scenarios, with optional .glb assets and hidden behavioral contracts. We further propose StateProbe, an execution-based protocol that probes generated programs in a sandboxed browser and verifies hidden, mutation-hardened contracts over runtime states and transitions. Beyond verification coverage, we report Return on Automation and Time Efficiency Multiplier to measure correctness-adjusted cost and time savings. Across nine frontier models, the best system reaches only 27.8% verification coverage on WorldCoder-Core and 19.9% on WorldCoder-Robust, with failures dominated by state-schema drift and broken interaction chains rather than missing scene elements. Utility metrics further show that cheap or fast models can still provide substantial value on easier domains. WorldCoder-Bench is available at https://anonymous.4open.science/r/WorldCoder-Bench/.
Shuo Lu, Yinuo Xu, Kecheng Yu +8
Jun 1, 2026cs.CV

Personalized 3D Myocardial Infarct Geometry Reconstruction from Cine MRI for Cardiac Digital Twins

Accurate 3D geometric characterization of myocardial infarction (MI) is essential for building cardiac digital twins (CDTs) to precisely simulate infarct-related electrophysiology. Late gadolinium enhancement magnetic resonance imaging (LGE MRI) is the clinical reference for locating MI, yet its reliance on contrast agents restricts use in renally impaired patients and limits longitudinal follow-ups. As an alternative, contrast-free cine MRI visualizes abnormal ventricular wall motion, which is highly indicative of the infarcted area. In this study, we propose a novel explicit geometry-motion embedded model to fully automatically reconstruct personalized, simulation-ready 3D MI geometries directly from multi-view cine MRIs. Specifically, we construct a 4D (3D + t) biventricular mesh to explicitly extract and decouple geometry-aware and motion-aware features. We further design a dual-branch module for adaptive geometry-motion fusion to capture spatiotemporal dependencies for mapping infarcted region. Furthermore, we introduce multi-scale supervision utilizing an AHA-17 segment-guided cross-attention mechanism to steer the prediction, ensuring biophysically consistent reconstruction. Experimental results on 225 cine MRIs demonstrated that the proposed 3D MI reconstruction achieved high performance with an average Dice score of 0.678 ±\pm 0.011. In the downstream in-silico electrophysiological simulation evaluations, the results were highly consistent with the LGE-derived ground truth, highlighting the great potential of the proposed model for contrast-free scar characterization and seamless integration into CDT modeling. The code will be released publicly upon acceptance of the manuscript for publication.
Yilin Lyu, Mark YY Chan, Ching-Hui Sia +1
Jun 1, 2026cs.GR

KDH-CAD: Knowledge-data hybrid CAD learning under data scarcity

Deep learning in computer-aided design (CAD) remains fundamentally constrained by the data scarcity challenge: authentic CAD data is difficult to collect at scale, while synthetic data may not faithfully reflect real design practice. Rather than pursuing ever-larger CAD datasets, this paper alternatively treats CAD learning as a knowledge completion and calibration problem. It introduces KDH-CAD, a knowledge-data hybrid framework that integrates pretrained knowledge in foundation models, structured domain knowledge from textbooks/tutorials, and a very small amount of labeled CAD data. Domain knowledge is used to elicit and complete CAD-relevant concepts that are weakly expressed or under-represented in pretrained foundation models, while labeled CAD data calibrates these concepts in the latent space to account for task-specific geometric variability, without fine-tuning the foundation model. Experiments on real-world mechanical part classification show that KDH-CAD achieves strong performance in low-data regimes, reaching 92.6% accuracy with only 250 training samples, 95.8% with 1,000 samples, and continuing to improve with additional data. This matches or exceeds state-of-the-art performance that typically requires an order of magnitude more data. These results suggest that combining pretrained foundation models with structured domain knowledge can substantially reduce reliance on large-scale CAD datasets, providing a principled and practical direction for data-efficient CAD learning.
Ziqin Gao, Zhijie Yang, Qiang Zou
Jun 1, 2026cs.CV

PhyScene3D: Physically Consistent Interactive 3D Tabletop Scene Generation

Generating physically consistent 3D tabletop scenes is a fundamental yet underexplored problem for interactive and generalist robotic learning. The challenge stems from dense object hierarchies and irregular affordances. Here, an interactive scene denotes a physically valid, collision-free environment directly loadable into physics simulators. Existing methods, ranging from decoupled symbolic solvers to end-to-end regression models, often suffer from error propagation or overfitting to noisy supervision containing widespread physical violations. To address these limitations, we introduce PhyScene3D, a framework that reformulates generation as a Human-Mimetic Constructive Process. The proposed Cognitive Topological Reasoning Chain (CTRC) factorizes scene synthesis into a sequential, anchor-conditioned process. It employs a 3D AABB-based placement scheme that imposes a strong structural inductive bias. To address imperfect supervision and physical infeasibility, we introduce Physics-Aware Denoising Alignment (PADA). It integrates a differentiable Signed Distance Field (SDF) with Test-Time Optimization (TTO) to project generated scenes onto a physics-feasible manifold while preserving semantic intent. Experiments demonstrate that PhyScene3D outperforms state-of-the-art approaches in both semantic accuracy and physical validity, achieving a 40% reduction in scene-wise collision rate relative to the human-annotated training data.
Weixing Chen, Zhuoqian Feng, Yang Liu +6
May 31, 2026cs.CV

HOLA: Holistic Multi-Modal Alignment for Open-Set 3D Recognition

Open-set 3D recognition requires models that generalize to rare or unseen categories. Recent approaches address this by distilling language-vision knowledge into 3D encoders, typically relying on heavy 2D ViTs and aligning each point cloud with a single image or caption, thus anchoring representations to partial views. We propose aligning each point cloud with multiple images and textual descriptions to capture a more holistic understanding of 3D objects. To realize this idea, it is essential to design a loss function capable of jointly aligning a 3D instance with multiple matched signals, multi-view images and multiple texts, while separating positive aggregation from negative competition. We introduce such a function, termed the decoupled multi-positive contrastive loss. Our formulation enhances the loss's hardness-aware focus on challenging negatives, avoiding the "spotlight crowding" that occurs when many positives share the same softmax with all the negatives. Complementing this, we present a lightweight text adapter applied only to web captions, reducing the domain gap to curated annotations and enabling effective use of large-scale unsupervised text. Our model demonstrates state-of-the-art open-vocabulary performance on long-tail benchmarks, yielding substantial zero-shot improvements while sustaining high frame rates.
Koby Aharonov, Oren Shrout, Ayellet Tal
May 31, 2026cs.RO

DeepIPCv3: Event-Aware Multi-Modal Sensor Fusion for Sudden Pedestrian Crossing Avoidance

Current end-to-end autonomous driving systems predominantly rely on frame-based sensors, which suffer from inherent perception latency and motion blur during highly dynamic encounters, specifically sudden pedestrian crossings. To address this critical safety vulnerability, we propose DeepIPCv3, a novel multi-modal autonomous navigation framework that synergizes the dense 3D spatial geometry of LiDAR point clouds with the microsecond-level asynchronous event streams of a Dynamic Vision Sensor (DVS). We introduce a Transformer-inspired cross-modal attention mechanism to dynamically correlate these distinct modalities, allowing the network to instantaneously prioritize high-speed dynamic updates without sacrificing structural scene awareness. The fused latent representations are then mapped to safe local waypoints and executable control commands via a hybrid policy network that blends heuristic trajectory tracking with direct neural predictions. Due to the severe physical risks associated with live testing of these sudden crossing scenarios, the framework is rigorously evaluated offline using a custom multi-modal dataset collected across both well-illuminated noon and challenging evening conditions. Extensive comparative and ablation studies demonstrate that DeepIPCv3 achieves state-of-the-art predictive performance. By effectively eliminating exposure failures and motion blur, the proposed LiDAR and DVS fusion yields the lowest trajectory and control command errors, enabling highly reactive, mathematically bounded evasive maneuvers regardless of ambient illumination. To support future research, we will release the codes to our GitHub repo at https://github.com/oskarnatan/DeepIPCv3.
Oskar Natan, Andi Dharmawan, Aufaclav Zatu Kusuma Frisky +2
May 30, 2026astro-ph.CO

Generative Diffusion Priors for 3D Mapping of the Dark Universe

Reconstructing the three-dimensional distribution of dark matter from weak-lensing observations is a central but highly ill-posed inverse problem in cosmology. Unlike standard 3D reconstruction with multiple viewpoints, we observe the universe from a single line of sight, through noisy shape distortions of galaxies with uncertain distances, so meaningful recovery of the 3D matter field requires strong prior assumptions. Existing methods either produce point estimates with handcrafted priors or use neural ensembles for approximate Bayesian uncertainty, and struggle to capture the non-Gaussian, filamentary structure of the cosmic web. With the advent of new high-resolution cosmological simulations, we now have an alternative source of prior knowledge that captures the nonlinear statistics of structure formation with far greater fidelity than analytic prescriptions. We leverage these simulations to build a new dataset Conicus3D\texttt{Conicus3D}, which enables us to learn a data-driven diffusion-model prior capturing the full 3D distribution of dark matter structure across cosmic time. Building on recent plug-and-play approaches, we modify a diffusion-based posterior sampling scheme to the 3D weak-lensing setting, combining the learned prior with a differentiable physical forward model. On realistic simulations targeting a modern weak lensing survey, our approach yields substantially improved 2D and 3D reconstruction accuracy over baseline methods. Moreover, it produces posterior samples whose statistics closely track the underlying simulations, while remaining robust to moderate shifts in cosmology.
Brandon Zhao, Diana Scognamiglio, Olivier Doré +1
May 29, 2026cs.CV

SurGe: Improved Surface Geometry in Point Maps

Recent feedforward 3D reconstruction methods predict point maps and estimate global 3D geometry remarkably well. However, their predictions still exhibit inaccurate local surface geometry, which is clearly visible qualitatively but only weakly reflected in common metrics. To make these errors more explicit in evaluation, we introduce a point map normal metric that evaluates the local surface orientation induced by neighboring 3D predictions. To reduce these errors, we propose two complementary components: a point gradient matching loss that supervises depth-normalized 3D finite differences, and a Neighborhood Attention Decoder (NAD) that progressively upsamples features and uses Neighborhood Attention for local feature mixing. Across eight zero-shot monocular geometry benchmarks, our model, SurGe, achieves the best average rank for global point map AbsRel and consistently improves local point map and point map normal evaluations.
Karim Knaebel, Gonzalo Martin Garcia, Christian Schmidt +4
May 29, 2026cs.CV

Triangle Splatting SLAM

We present a dense RGB-D SLAM system using differentiable triangles as the 3D map representation. While 3D Gaussian Splatting has emerged as the leading method for novel-view synthesis, triangles remain the standard primitive for traditional rendering hardware, game engines, and downstream tasks requiring explicit geometry such as simulation, collision, and editing. Recent offline methods have demonstrated that an unstructured 'triangle soup' can be optimised into a photorealistic mesh via Delaunay triangulation across a set of posed images. Building upon this insight, we present the first dense SLAM system to employ Triangle Splatting to perform both tracking and mapping through online differentiable rendering of a triangle soup. The map can be converted into a connected mesh on-the-fly via restricted Delaunay triangulation, enabling new online capabilities such as mesh deformation and collision checking. On Replica and TUM-RGBD, our system outperforms baselines on 3D geometry, matches the camera-tracking accuracy, and enables online mesh-based scene editing.
Nicholas Fry, Eric Dexheimer, Kirill Mazur +2
May 29, 2026cs.CV

QVGGT: Post-Training Quantized Visual Geometry Grounded Transformer

Estimating 3D attributes directly from images has advanced rapidly with the Visual Geometry Grounded Transformer (VGGT), which predicts camera parameters, depth maps, and point clouds in a single forward pass. However, its 1.2B-parameter scale severely limits deployment on resource-constrained platforms such as UAVs and mobile AR devices. To address this limitation, we introduce QVGGT, a tailored quantization framework designed to compress VGGT. Our approach starts from the observation that transformer blocks within VGGT exhibit heterogeneous sensitivity to quantization. We thus analyze per-block quantization sensitivity and propose a selective mixed-precision strategy that allocates higher precision to the most fragile transformer blocks. To address the amplification of quantization error caused by high-variance camera and register tokens, we further introduce token filtering with camera information compensation, which removes these outliers from activation calibration and restores their geometric cues using a PCA-derived global compensation token. Finally, we develop a task-aware scale search mechanism that evaluates candidate quantization scales not only through layer reconstruction but also through multi-head supervision and cross-head geometric consistency among camera poses, depth maps, and point maps. Extensive experiments on multiple geometry perception benchmarks demonstrate that QVGGT achieves near-lossless W4A16 quantization, preserving the accuracy of all 3D prediction heads while delivering 3∼\sim4.9×\times memory reduction and up to 2.8×\times real hardware speedup over FP32. Our approach makes high-fidelity 3D perception feasible on edge devices, enabling practical deployment of feed-forward 3D reconstruction models in real-world constrained environments.
Zhizhen Pan, Hesong Wang, Huan Wang
May 29, 2026cs.RO

Modeling Robotics Dataset Construction as an Artifact-Based Build Process

Robotic systems generate large volumes of multimodal sensor data, but converting ROS bag recordings into machine learning datasets is often handled by ad hoc sequential scripts, creating engineering overhead and slow iteration cycles. We model dataset construction as an artifact-based build process over a dependency graph and implement this approach in Bagzel, an open-source Bazel extension for reproducible, incremental dataset generation (including nuScenes-format export). We compare Bagzel and Bagzel-xattr (server-side digest management) against a sequential rosbag2nuscenes baseline. Bagzel reduces runtime in all evaluated execution modes, with the largest gains in iterative workflows (up to 386.26x in warm builds and 7.21x in incremental builds on a 20.4 GB dataset). Across dataset sizes from 5.1 to 20.4 GB, Bagzel variants show markedly better scaling behavior than the baseline, especially in warm and incremental modes. Bagzel-xattr provides additional gains, with a mean runtime reduction of 5.9% compared to Bagzel in the input granularity study. Overall, modeling robotics dataset construction as an artifact-based build process substantially reduces dataset update latency while maintaining a deterministic build design that supports reproducibility. Bagzel is publicly available at https://github.com/UniBwTAS/bagzel.
Leon Pohl, Lukas Beer, George Sebastian +1
May 29, 2026cs.CV

DSD-GS: Dynamic-Static Decomposition of Gaussian Splatting for Efficient and High-Fidelity Dynamic Scene Reconstruction

Dynamic scene reconstruction and novel view synthesis are fundamental to next-generation visual intelligence applications such as virtual reality, robotics, and digital twins. However, high-fidelity reconstruction of complex, time-varying scenes from arbitrary viewpoints remains a significant challenge. Existing dynamic 3DGS methods suffer from computational inefficiency, since they model all Gaussians as dynamic components. While recent decomposition-based approaches address this issue, they still struggle with degraded reconstruction quality and prolonged training time. To mitigate these limitations, we propose a novel dynamic reconstruction framework built upon an efficient static-dynamic decomposition strategy using a Feed-Forward Gaussian Splatting encoder and an optical flow model. By eliminating redundant computations on static regions, our method achieves state-of-the-art performance, outperforming existing baselines across rendering quality, training and rendering speed, and storage efficiency. Notably, on the Neural 3D dataset, our framework requires only 10 minutes for training and achieves a rendering speed of over 700 FPS on a single NVIDIA RTX 5090 GPU at resolution of 1352x1014. Furthermore, our decomposition strategy eliminates the need for COLMAP preprocessing and enables deterministic initialization, thereby enhancing both efficiency and reproducibility.
Youngtae Han, Sung-hwan Han, Youngmin Yi
May 28, 2026cs.CV

VLM3: Vision Language Models Are Native 3D Learners

Vision Language Models (VLMs) enable a unified model to solve various vision tasks through prompting. They have shown promising performance in semantic understanding. However, 3D understanding still largely relies on expert vision models with complex task-specific designs. The key argument this work wants to make is that VLMs are native 3D learners. Our in-depth large scale study shows that 1) focal length unification, 2) text-based pixel reference and 3) data mixture and scaling, are all you need for effective 3D learning. Model architecture changes, large models, heavy data augmentations, and complex losses including the regression formulation, many of which form the foundation of expert vision models, are actually not necessary conditions. As a result, we propose VLM3, a scalable method with the simplest design that enables standard VLMs to master diverse 3D tasks. VLM3 not only advances the VLM depth estimation accuracy by a large margin (0.84 -> 0.9), but also enables diverse 3D tasks such as pixel correspondence, camera pose estimation and object-level 3D understanding, matching expert vision model accuracy while maintaining standard architectures and text-based training. We believe VLM3 opens up a new paradigm for simple and scalable 3D learning.
Zhipeng Cai, Zhuang Liu, Yunyang Xiong +3
May 28, 2026cs.RO

CoMo3R-SLAM: Collaborative Monocular Dense SLAM with Learned 3D Reconstruction Priors for Outdoor Multi-Agent Systems

Outdoor robot teams need a shared dense map despite limited overlap, independent reference frames, and uncertain monocular scale. Collaborative dense SLAM systems typically resolve this with depth sensors, which add payload, power, and calibration cost. We present CoMo3R-SLAM, a collaborative monocular dense SLAM system that places learned feed-forward 3D reconstruction priors at the center of the multi-agent problem: their dense pointmaps anchor scale across agents and supply correspondences strong enough to verify inter-agent links geometrically. Each agent tracks and fuses its own keyframes from a single RGB stream, while a coordinator retrieves cross-agent keyframes over the prior's encoder features, verifies them by bidirectional dense pointmap matching, synchronizes the independent similarity gauges in closed form, and refines every keyframe in one unified multi-agent sim(3) graph. Finally, a pose-depth alternation over geometry-aware segments lets inter-agent observations constrain dense structure as well as trajectories. Requiring neither measured depth nor supplied intrinsics, CoMo3R-SLAM attains the lowest trajectory error on three of four Tanks and Temples scenes, and competitive accuracy on Waymo driving sequences, while running at approximately 6-8 FPS on RTX 3080 Ti. A long-horizon traversal, independently captured day and night streams, and teams of up to four agents further map its operating range.
Zhihao Cao, Qi Shao, Shuhao Zhai +4
May 28, 2026cs.CV

NeuROK: Generative 4D Neural Object Kinematics

Data-driven approaches have revolutionized 3D vision, enabling transformers to effectively reconstruct and generate static 3D objects. However, generating simulative 4D dynamics -- realistic temporal deformations of static objects under various physical conditions -- remains challenging and often ad hoc, despite its importance in building comprehensive 3D world models. Most existing methods assume a predefined physical model and use system identification to estimate parameters, restricting these methods to specific categories and small-scale datasets. We propose that these restrictions can be overcome by learning a data-driven kinematic state parameterization for object-centric physical systems. Specifically, we learn both a latent space representing all possible states of the object and a decoder that maps any sampled latent to a plausibly deformed shape of the object. We refer to this parameterization as Neural Object Kinematics (NeuROK), and learn a transformer-based encoder-decoder model on a curated large-scale 4D dataset. This formulation and the learned model significantly simplify the generation of simulative dynamics since we only need to consider the dynamics within a low-dimensional latent space from the Lagrangian mechanics' perspective in classical physics. We demonstrate the effectiveness and generality of this neural simulation framework across diverse dynamic object types, showing clear advantages over prior works. Project page: https://chen-geng.com/neurok
Chen Geng, Guangzhao He, Yue Gao +3
May 28, 2026cs.CV

REST3D: Reconstructing Physically Stable 3D Scenes from a Single Image

Reconstructing physically stable 3D scenes from a single RGB image enables casual images to be converted into simulation-ready digital assets for applications such as immersive interaction and content creation. However, existing single-image reconstruction methods fall short in capturing the physical structure of a scene. As a result, they often produce geometrically plausible but physically inconsistent results, including object floating and penetration, which lead to unstable behavior in physics simulations. Image-conditioned scene generation methods improve physical plausibility but often rely on strong scene priors, yielding plausible yet inaccurate object arrangements that fail to match the input image. We propose REST3D, a single-image reconstruction framework that can reconstruct physically stable 3D scenes by integrating physical scene understanding with physics-constrained refinement. We first introduce an agentic physical scene understanding technique that constructs a scene-tree representation capturing object physical states and inter-object relationships from a gravity-support perspective, providing a structural prior for reconstruction. Leveraging this structure, we initialize the scene using image-to-3D models, followed by scene-tree-guided alignment and physics-constrained optimization to resolve physical violations while preserving visual consistency with the input image. Experiments show that our method significantly reduces physical errors and improves simulation stability on both synthetic and real-world datasets while maintaining strong reconstruction quality. We further demonstrate the reconstructed scenes in VR-based human-object interaction, showing their potential for immersive applications.
Xiaoxuan Ma, Jiashun Wang, Nicolas Ugrinovic +2
May 28, 2026cs.GR

Before the Shutter: Aesthetic and Actionable Portrait Photography Planning in 3D Scenes

Portrait photography is largely decided before the shutter opens: the subject's pose, the camera configuration, and the lighting devices must be coordinated within the surrounding 3D scene. In contrast, most existing computational methods focus on post-production in 2D image space, such as retouching, relighting, or editing images that already exist; pre-capture photographic planning remains largely unexplored. We introduce 3D aesthetic portrait planning, the task of generating human pose, camera, lighting, and exposure plans that produce visually compelling portraits while satisfying geometric and photometric feasibility in a 3D scene. Our approach builds a Photographic Scene Graph that represents scene affordances, subject-scene relations, and portrait-relevant lighting structure. Built on this representation, we perform aesthetic-guided comparative planning over previous attempts and current viewfinder observations. Experiments across diverse indoor and outdoor scenes show that our method produces portraits preferred by human raters and MLLM evaluators over competitive baselines, while maintaining high physical plausibility. Together, our results suggest a path from post-capture correction toward pre-capture computational portrait planning. Project repository: https://github.com/songrise/Before-the-Shutter
Ruixiang Jiang, Chang Wen Chen
May 28, 2026cs.CV

City-Mesh3R: Simulation-Ready City-Scale 3D Mesh Reconstruction from Multi-View Images

City-scale 3D surface reconstruction from multiview images for downstream 3D simulation, poses highly challenging problems due to the scale and complexity of urban scenes. Existing city-scale 3D reconstruction methods based on NeRF, Gaussian Splatting etc. often fail to recover 3D meshes ready for simulation due to incomplete/missing geometry and irregular, noisy surfaces. Scaling existing small-scale 3D reconstruction methods to arbitrarily large urban scenes is highly infeasible due to their computational complexity. We present City-Mesh3R, a scalable framework for reconstructing watertight surface meshes directly from large unordered image collections. Unlike recent methods which use global sparse SfM point-cloud initialization followed by a distributed 3D dense reconstruction of large-scale scenes, our method follows an end-to-end images-to-mesh 3D reconstruction approach using a divide-and-conquer strategy. The sparse city map is reconstructed via topological image clustering, cluster-wise independent sparse SfM and map merging, without need for exhaustive image feature matching. Then this map is partitioned spatially to perform geometry-aware camera selection, followed by dense surface reconstruction and surface refinement using curvature-aware adaptive vertex density remeshing. These partition meshes are then stitched together to produce the global mesh of the city. The proposed end-to-end framework is evaluated on city-scale reconstruction datasets. As demonstrated by our qualitative and quantitative results, our proposed method yields high-fidelity watertight 3D meshes with regular geometry, capturing fine surface details, and is suitable for scaling to arbitrarily large scenes owing to the end-to-end processing in a distributed setting.
Sayan Paul, Sourav Ghosh, Siddharth Katageri +3
May 28, 2026cs.CV

xModel-KD: Cross-modal Knowledge Distillation for 3D Scene Perception using LiDAR

Point cloud segmentation is a fundamental task in 3D scene understanding. Its progress is constrained by the high cost and time required for dense 3D annotations, making labeled samples difficult to obtain. Beyond annotation scarcity, different sensing modalities face inherent limitations. 2D images provide rich texture and appearance cues, yet they lack explicit depth and geometric structure. In contrast, 3D point clouds capture accurate spatial geometry but are sparse and contain no texture information. As a result, relying on a single modality restricts the richness of learned representations and weakens generalization. Although recent multi-modal methods that combine 3D point clouds with 2D images have demonstrated strong performance in tasks such as classification and retrieval, they typically depend on large-scale labeled datasets and have not been fully exploited for data-efficient dense prediction. To address these limitations, we propose a novel cross-modal knowledge distillation framework, xModel-KD, for 3D point cloud segmentation. Our method exploits the complementary strengths of 2D texture and 3D geometry by learning unified per-point representations through cross-modal alignment. Specifically, we design a cross-modal fusion encoder trained with a contrastive objective that enforces feature consistency between corresponding 2D and 3D representations across multiple views. By integrating powerful pre-trained backbones with a targeted fusion strategy, the proposed framework effectively transfers appearance cues from images to geometry-aware point features. Experimental results show that cross-modal fusion achieves a 2% absolute improvement in mIoU over a LiDAR-only baseline, demonstrating the benefit of leveraging complementary multi-modal information for scalable and annotation-efficient 3D scene understanding.
Thenukan Pathmanathan, Kanchan Keisham, Thangarajah Akilan
May 28, 2026cs.CV

Boosting Zero-Shot 3D Style Transfer with 2D Pre-trained Priors

In this work, we focus on zero-shot 3D style transfer that can generate multi-view consistent stylized views of the 3D scene given an arbitrary style image. We primarily tackle the issue of data scarcity in 3D style transfer, which arises when each model is trained on only a single scene, thereby limiting the number of available content images. This scarcity significantly hampers stylization performance, as model optimization relies on a sufficient number of content-style image pairs to provide supervisory signals. Our core idea is to integrate a decoder pre-trained on large-scale 2D image datasets into the 3D style transfer pipeline, thereby leveraging the prior knowledge encoded in the decoder from learning over numerous content-style image pairs. Our method combines feature Gaussian splatting and deferred stylization, enabling high-quality stylization with the data-sufficient decoder network while ensuring view consistency by unifying view-dependent operations into a view-invariant process. Experiments demonstrate that our Data-Sufficient StyleGaussian (DS-StyleGaussian) model outperforms existing zero-shot 3D style transfer methods in terms of visual quality across various datasets. This work also suggests that 2D pre-training can serve as a strong enhancement for 3D tasks, bridging the data gap between 2D and 3D.
Xin Dong, Yunzhi Teng, Wenfeng Deng +1
May 28, 2026cs.GR

Smaller and Faster 3DGS via Post-Training Dictionary Learning

3D Gaussian Splatting (3DGS) is a promising neural scene representation for real-time rendering, but trained models often suffer from large memory footprints, limiting deployment on less powerful devices. Existing compression techniques often lead to architectures with several additional trainable parameters. While achieving outstanding compression ratios, they introduce noticeable drops in image quality. In this work, we introduce the first dictionary-learning-based compression framework for 3DGS. The proposed post-training compression pipeline can be deployed in virtually any 3DGS model without the need for re-training or modifications to existing 3DGS models. Our compression framework is straightforward to implement, yet provides significant compression capabilities, preserves image quality, and improves real-time rendering performance. Across 13 benchmark scenes, our approach achieves an average compression ratio of 3.95x, 3.10x, and 4.55x when applied to 3DGS, 3DGS-MCMC, and PixelGS, respectively. This yields consistent rendering speedups of 23.3%, 24.3%, and 25.3%, while maintaining image quality.
Jiarong Gong, Jonas Unger, Ehsan Miandji
May 28, 2026cs.LG

A Triple-Modal Contrastive Learning Framework with Sequence, Graph, and 3D Features for Drug-Target Interaction Prediction

Accurate prediction of drug-target interactions (DTI) is critical for drug discovery. Existing methods often rely on single-modal representations (e.g., sequences or graphs) or combine only two modalities, overlooking 3D structural features. To address this challenge, we propose TriMod-DTI, a triple-modal contrastive learning framework that incorporates 1D sequences, 2D graphs, and 3D structures of drugs and proteins, obtaining the universal and complementary feature representations for DTI prediction. We design a Feature Extractor to capture drug and target features across the three modalities, thereby enriching their representations. We further propose a triple-modal contrastive learning strategy to align different modal representations of the same drug or protein in the latent space. By constructing cross-modal positive and negative sample pairs, this approach enhances the model's discriminative ability. Experiments on three benchmark datasets demonstrate that TriMod-DTI outperforms state-of-the-art methods. The ablation studies validate the contributions of each modality. Moreover, case studies highlight its practical potential for DTI prediction and drug discovery.
Le Xu, Xi Zhang, Dan Luo +2
May 28, 2026cs.CV

Learning Representations from 3D Gaussian Splats

3D Gaussian Splatting (3DGS) is a recent approach for scene rendering. Although primarily designed for view synthesis, its potential for scene understanding tasks remains underexplored. In this work, we conduct a comparative evaluation of various geometric deep learning architectures for the classification of 3D scenes represented using Gaussian Splatting. We benchmark point-based and graph-based models across both traditional point cloud datasets and dedicated Gaussian Splatting datasets. Scenes are embedded into latent representations, which are evaluated through end-to-end classification, linear probing, and clustering analysis. Our study provides insight into the suitability of different geometry-aware architectures and input feature configurations for learning effective 3D Gaussian Splat representations. The results highlight consistent differences between architectural families and reveal the impact of Gaussian-specific attributes on the quality of representation.
Julia Farganus, Krzysztof Żurawicki, Arkadiusz Gaweł +2
May 28, 2026cs.CV

RadioFormer3D: Weakly Supervised 3D Radio Map Estimation in Low-Altitude Airspace via Generative Modeling

With the emergence of wireless applications in three-dimensional environments, such as the low-altitude airspace and 3D heterogeneous networks, radio map estimation is increasingly required to characterize signal propagation across both horizontal and vertical dimensions. However, extending radio map estimation from 2D to 3D remains challenging due to increased spatial sparsity and limited supervision across continuous altitudes. In this paper, we propose \textbf{\textit{RadioFormer3D}}, a specialized model for volumetric spectrum reconstruction under weak supervision. Building on the dual-stream, multi-granularity fusion architecture of \textit{RadioFormer}, \textit{RadioFormer3D} introduces a Fourier-based sampling encoder and a volumetric decoder to efficiently process sparse measurements in 3D space. To alleviate the lack of vertical supervision, we propose the \textbf{\textit{Joint Spectrum Integrity Loss}}, which integrates volume-level pseudo-label supervision, map-level geometry-aware radio rendering, and pixel-level localized constraints within a unified optimization scheme. This design enables the model to capture complex vertical structural relationships more effectively under sparse supervision. Extensive experiments across several radio map datasets show that \textit{RadioFormer3D} achieves superior overall performance compared to representative existing methods. In particular, it demonstrates improved reconstruction quality at unlabeled altitudes while maintaining a favorable trade-off between accuracy and inference efficiency, positioning it as a highly promising solution for future 3D environment-aware wireless networks.
Zheng Fang, Junjie Liu, Kangjun Liu +3
May 28, 2026cs.CV

ESAM++: Efficient Online 3D Perception on the Edge

Online 3D scene perception in real time is essential for robotics, AR/VR, and autonomous systems, particularly in edge computing scenarios where computational resources are limited and privacy is crucial. Recent state-of-the-art methods like EmbodiedSAM (ESAM) demonstrate the promise of online 3D perception by leveraging the Segment Anything Model (SAM) for real-time, fine-grained, and generalized 3D instance segmentation. However, ESAM still relies on a computationally expensive 3D sparse UNet for point cloud feature extraction, which accounts for the majority of the 3D inference time, hindering its practicality on resource-constrained devices. In this paper, we propose ESAM++, a lightweight and scalable alternative for online 3D scene perception tailored to edge devices without GPU acceleration. Our method introduces a 3D Sparse Feature Pyramid Network (SFPN) that efficiently captures multi-scale geometric features from streaming 3D point clouds while significantly reducing computational overhead and model size. We evaluate our approach on four challenging segmentation benchmarks, namely ScanNet, ScanNet200, SceneNN, and 3RScan, demonstrating that our model achieves competitive accuracy with up to 3 times faster inference with a 2 times smaller model size compared to ESAM, enabling practical deployment on edge devices.
Qin Liu, Lavisha Aggarwal, Saptarashmi Bandyopadhyay +4
May 28, 2026cs.CV

CapTalk: Text-Guided Stylization and Speech-Driven 3D Head Animation

Audio-driven 3D facial animation aims to generate synchronized lip movements and vivid facial expressions from arbitrary audio clips. While existing methods can produce synchronized lip motions, they often rely on predefined identity or style latent features, which limits users' ability to freely control speaking styles. Moreover, applying a fixed style or identity to an entire audio segment typically results in facial animation styles that do not adapt to the emotional content of the audio. To address these challenges, we revisit the entanglement between style and emotion, construct a large-scale dataset with textual descriptions of both style and emotion, and propose a novel talking head generation framework that enables separate control over style and emotion. Our model takes as input both textual descriptions of speaking style and character emotion, as well as the driving audio stream, enabling real-time generation of highly synchronized lip movements and facial expressions that match the provided descriptions. Furthermore, our model supports dynamic emotion control during inference, allowing it to handle scenarios where the target emotion changes throughout the speech.
Xuangeng Chu, Yuan Gan, Ziteng Cui +4
May 27, 2026cs.CV

GAP3D: Generative Alignment of VLM Latents to Patch-Level Embeddings for 3D Generation

Recent approaches integrating vision-language models (VLMs) as prompt encoders for generative model conditioning typically rely on expensive end-to-end training or map features to compressed representations, discarding the dense spatial structure required for geometry-aware tasks like 3D asset generation. To address this, we propose GAP3D, a modular, diffusion-based approach that aligns VLM-generated latents directly to the complete, patch-level feature space of a pre-trained image encoder, enabling a frozen downstream generative model to utilize a VLM as prompt encoder while maintaining a spatially structured conditioning signal. Evaluated on 3D asset generation, our method bypasses the need for large-scale 3D data by training mainly on general-domain image-text pairs. It also exhibits emergent zero-shot capabilities for multimodal prompts, despite being trained exclusively on text input. Finally, while currently prioritizing high-level semantics over fine-grained detail, GAP3D demonstrates that the representation gap between VLM and image-encoder feature spaces can be partially bridged through diffusion-based alignment, taking the first steps towards a modular integration of foundation models through generative alignment to dense embedding spaces.
Polytimi Anna Gkotsi, Andrii Zadaianchuk, Mohammad Mahdi Derakhshani