3D Environments

Recent momentum

+33%

4 papers in the last 28 days · 0.1% of indexed attention

Twelve weeks of publication activity for this topic as it is defined today.

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Period ending 2026-09-21

2 new papers

A weekly snapshot of new work published in 3D Environments.

26 papers

Latest in 3D Environments

Sep 17, 2026cs.CV

CitySTAR: Structured and Topology-Aware Reasoning for Open-Vocabulary Urban 3D Grounding

3D grounding aims to localize target entities in complex scenes from natural language and plays a fundamental role in embodied perception and spatial reasoning. However, existing approaches mostly rely on feature similarity or direct matching, making it difficult to connect natural-language intent with the implicit semantic and geometric structures hidden in billion-scale urban point clouds. We reformulate city-scale 3D grounding as structured constraint reasoning, where description semantics are organized into computable cross-modal constraints over open-vocabulary 3D entities, attributes, and spatial relations. We present CitySTAR, a training-free framework for reasoning-driven urban 3D grounding. CitySTAR lifts raw billion-scale urban point clouds into a query-ready scene graph of open-vocabulary 3D instances, with CodeLLM-driven tools supplying multimodal evidence for node attributes and 3D spatial relations. It then models target-context topology with paired hypergraphs and performs bidirectional topology verification for structural disambiguation. Finally, a Reflective Cross-modal Grounding module integrates topology consistency and candidate-centered 2D visual evidence to make decisions over a metric-aware 3D context graph. To further support this setting, we introduce CitySTAR-3D, an enhanced benchmark that improves semantic coverage, instance completeness, bounding-box fidelity, and spatial-relation complexity in city-scale 3D grounding. Extensive experiments show that CitySTAR consistently improves open-world urban 3D grounding while maintaining strong interpretability and generalization.
Shuai Zhang, Hongye Hou, Qinghe Liu +5
Sep 14, 2026cs.RO

The Neverwhere Visual Parkour Benchmark Suite

State-of-the-art visual locomotion controllers are increasingly capable at handling complex visual environments, making evaluating their real-world performance before deployment increasingly difficult. This work intends to narrow this train/evaluation gap by developing a collection of hyper-photo-realistic, closed-loop evaluation environments - The Neverwhere Benchmark Suite - comprised of over sixty 3D Gaussian Splatting reconstructions of urban indoor and outdoor scenes. Our goal is to encourage large-scale and reproducible robot evaluation by making it easier to create and integrate Gaussian splats-based reconstructions into simulated continuous testing setups. We also underscore the potential pitfalls of relying exclusively on 3D Gaussian-generated data for training, by providing policy checkpoints trained over multiple Neverwhere scenes and their performance when evaluated in novel scenes. Our analysis illustrates the necessity of sourcing diverse data to ensure performance. Code and data are available on the project page: https://ziyc.github.io/neverwhere-bench/.
Ziyu Chen, Henghui Bao, Haoran Chang +12
Aug 30, 2026cs.CV

SVI2LoD3: Agent-Driven Reconstruction of LoD3 Facade Openings in Semantic 3D City Models from Volunteered Street View Imagery using Large Language and Visual Models

This paper presents an end-to-end, agent-driven pipeline for the LoD3 reconstruction of facade openings in 3D city models, producing directly usable CityGML-conform outputs. In contrast to existing approaches that rely on supervised semantic segmentation and therefore require large amounts of manually annotated training data, the proposed method employs a zero-shot segmentation strategy. This substantially reduces the annotation effort while still achieving strong performance in our benchmark on the eTRIMS dataset. A further key contribution is the enforcement of correct partonomic hierarchies, thereby producing CityGML-conform LoD3 building models. Beyond the reconstruction pipeline itself, this work also introduces a novel evaluation metric for facade reconstruction, termed Facade Feature Distance (FFD). Unlike conventional metrics such as mIoU or FRDS, which assess similarity primarily through pixel-wise overlap, FFD measures distance in a high-level feature space derived from a vision transformer. In doing so, it captures both semantic correctness and architectural layout, providing a more suitable assessment of facade reconstruction quality. The proposed pipeline and evaluation strategy together offer a practical and scalable contribution toward the automated generation and analysis of semantically enriched 3D city models. The developed code is published at: https://github.com/hcu-cml/citydb-SVI2LoD3-ai.
Elmehdi Kanna, Lukas Arzoumanidis, Huynh Duc An Son Nguyen +1
Aug 30, 2026cs.CV

GridFlow: Structured Latent Flow for Seamless City-Scale 3D Point Cloud Generation

Generating realistic 3D city environments from remote sensing data is important for simulation, urban planning, and mixed reality, yet existing point cloud generation methods are limited to single objects or bounded indoor scenes and cannot handle the scale, seamless tiling, and partial observability challenges of city-scale generation. We present \ours{}, a multi-stage framework that generates dense, colored point clouds (10510^5 points per 150m×150m150\text{m}{\times}150\text{m} tile) at city scale, conditioned on satellite imagery, semantic segmentation maps, and digital surface models (DSM). A \emph{Grid-Aligned VAE} encodes each tile into a topology-preserving latent grid where tokens correspond to fixed spatial regions, enabling spatially coherent multi-modal conditioning and compact latent-space edge consistency that implicitly aligns thousands of boundary points for seamless cross-tile generation. A conditional rectified flow model synthesizes geometry latents from the fused multi-modal conditions, and an orientation-aware diffusion colorizer separately handles satellite-visible horizontal surfaces and occluded vertical façades. To support standardized evaluation, we build on public 3D data sources to introduce \emph{City3D-MultiGen}, a benchmark of 163163K densely annotated tiles from Melbourne and London with aligned point clouds, satellite images, semantic maps, and elevation data. Experiments show that \ours{} outperforms adapted point cloud generation baselines across all geometry metrics and produces visually coherent colored point clouds with seamless boundaries over arbitrarily large urban extents. Our benchmark details are available at https://huggingface.co/datasets/e32/City3D-MultiGen
Xinyu Wang, Muhammad Ibrahim, Atif Mansoor +1
Aug 9, 2026cs.CV

360CityArena: A Realistic Virtual Urban Navigation Benchmark for Embodied Agents

We present 360CityArena, a benchmark for evaluating the urban exploration capabilities of embodied agents within a photorealistic environment constructed from 360-degree videos. Existing outdoor benchmarks either lack sufficient photorealism or complexity, resulting in a considerable gap from real-world urban environments. 360CityArena is built on a realistic reconstruction of the Akihabara district in Tokyo, Japan, using 602 360-degree video segments covering 85 streets, and consists of 175 meticulously human-crafted tasks. It encompasses three task categories: Environment Understanding, Path Reasoning, and Spatial Reasoning, covering fundamental abilities required for urban exploration, such as localization, landmark search, path planning, and relational spatial reasoning, thereby enabling comprehensive evaluation in realistic urban scenes. Our evaluation using state-of-the-art LMM-based agents shows that even the strongest model, Gemini 2.5 Flash, performs far below human level (human: 77.3% vs. Gemini 2.5 Flash: 17.1%), revealing substantial challenges that remain in city-scale embodied navigation and reasoning. 360CityArena provides a necessary and challenging testbed for photorealistic urban-district navigation and spatial reasoning.
Kenta Watanabe, Atsuyuki Miyai, Mizuki Takenawa +2
Aug 6, 2026cs.CV

To See a World in a Living Context: Unified Indoor-Outdoor Urban World Generation

Text-driven 3D generation has advanced rapidly in creating large-scale outdoor environments and detailed indoor scenes, but these domains are usually synthesized independently, lacking the correspondence required for a coherent urban world. We present HoloWorld, a unified indoor-outdoor urban world generation framework built on a continuously updated cross-scale world context. Initializing from a user description, HoloWorld progressively represents and updates the diverse world information, from city-scale planning to individual buildings, allowing generated interiors to maintain explicit correspondence with their associated exterior buildings. Conditioned on the evolving context and previously generated neighboring blocks, HoloWorld autoregressively generates urban exteriors with consistent spatial organization and visual identity across blocks. The generated exterior representations are further grounded in 3D building instances and footprints, enabling building-specific indoor generation with geometry-constrained layouts and inherited appearance characteristics. To our knowledge, HoloWorld is the first framework to unify indoor and outdoor generation within a coherent 3D urban world. Extensive experiments demonstrate that HoloWorld achieves superior urban exterior generation performance, improving the average AQS score over the SOTA by 7.68% and obtaining the highest average RDR score, while maintaining strong building-level indoor-outdoor correspondence and cross-block continuity within a unified 3D urban world.
Xiaobin Huang, Zilong Huang, Yang Luo +3
Aug 5, 2026cs.RO

SCOPE: Field-of-View-Aware Path Planning in Unknown 3D Environments via Safety-Volume Certification

Safe navigation with a body-mounted limited-field-of-view sensor requires the complete robot-inflated volume of an intended motion to be observed and verified free before execution. We formulate this requirement as online safety-volume certification in an unknown voxel map and construct a certified graph whose vertices correspond exactly to positions with fully known-free safety volumes. Based on this representation, we propose SCOPE (Safety Certification through Observation Planning and Execution), a planning framework that decouples optimistic goal-directed guidance from certified execution. SCOPE converts the first uncertified point along an optimistic route into an explicit observation obligation, resolves it through target-centric viewpoint search, and recursively clears intermediate obligations when useful viewpoints are not yet certified-reachable. A certified preview mechanism and an observation-aware trajectory optimization backend enable smooth execution. We prove conditional complete planning: under ideal monotone sensing and exhaustive finite-domain graph search, SCOPE reaches the goal whenever a finite feasible sequence of certified sensing actions exists within its planning primitives. Across 60 randomized tasks in three unknown 3D environments, SCOPE reaches every goal while maintaining near-zero entry into non-certified inflated space. Preview reduces mean mission time by 27%, and real-robot demonstrations in two representative scenarios validate the complete system.
Junbin Yuan, Muqing Cao, Yunwoo Lee +2
Jul 16, 2026cs.CL

CityLLM: A framework for natural-language querying of semantic 3D city models

Semantic 3D city models provide rich geometric and semantic information, but remain challenging for non-experts and interdisciplinary researchers to access and query due to their complex structures and specialized data formats. To address this issue, we present CityLLM, a framework for natural-language querying of semantic 3D city models alongside complementary urban datasets. The framework combines spatial and graph databases within an LLM-based workflow that supports iterative query refinement and cross-database chaining. We evaluate CityLLM on a CityJSON dataset of Rotterdam (853 LoD2 buildings) using GPT-OSS, Gemini 3.1, and GPT-5.4, along with selected variants, across multiple metrics: answer correctness, visualization correctness, query success, and retry attempts. A total of 54 natural-language queries are curated across four scenarios: spatial, graph, cross-database, and conversational. Results show strong overall performance, with answer correctness ranging from 85.2% to 100%, visualization correctness from 92.9% to 100%, a 100% query success rate, and fewer than three retries across all 54 queries. Overall, the findings suggest that CityLLM provides a lightweight and extensible approach for conversational access to semantic 3D city data.
Rabindra Lamsal, Sisi Zlatanova, Johnson Xuesong Shen
Jul 7, 2026cs.CV

WildCity: A Real-World City-Scale Testbed for Rendering, Simulation, and Spatial Intelligence

Humans can navigate an unfamiliar city and gradually form a coherent spatial mental map spanning tens of square kilometers. Can AI build spatial representations at a comparable scale? Although recent foundation models have advanced scene reconstruction and embodied intelligence, scaling to entire cities remains an open challenge, primarily due to the lack of city-scale data. To bridge the gap, we introduce WildCity, a real-world multimodal dataset collected by autonomous fleets traversing complex urban environments. Our dataset includes 18 trajectories, each averaging 83.7 kilometers in length, and preserves the core challenges of in-the-wild perception, e.g., dynamic objects, lighting variations, and imperfect camera poses. We further establish an urban-tailored reconstruction baseline and convert the reconstructed environments into a closed-loop simulator. Beyond the dataset and baseline, we systematically analyze the key challenges on the path to simulation-ready urban digital twins: scalability, extrapolation, and uncertainty. Ultimately, WildCity aims to catalyze progress not only in city-scale rendering, but more broadly in the pursuit of AI that can perceive, remember, and reason across space at a scale comparable to human cognition. Project page: https://han-xiangyu.github.io/Wild-City/
Xiangyu Han, Mengyu Yang, Jiaqi Li +9
Jul 2, 2026cs.CV

ComplexMimic: Human-Scene Interaction Imitation in Complex 3D Environments

Physics-based Human-Scene Interaction (HSI) imitation learning is crucial for embodied intelligence as it bridges the gap between kinematic 3D motions and real-world dynamics. However, most existing methods focus on simplified scene settings, leaving complex environments largely unexplored, which limits their applicability in real-world scenarios. In this paper, we focus on HSI mimicry in complex environments. Under this complex setting, we observe an inherent trade-off between successfully performing interaction and maintaining natural, physically plausible motions. To address this challenge, we propose ComplexMimic, a framework that reconstructs diverse HSI by interpreting imperfect MoCap data. First, we introduce a Dual Flow Strategy, which learns two complementary experts: an imitation expert for accurate motion tracking and an interaction expert for collision-aware adaptation in complex scenes. Second, naive multi-expert distillation, which treats all experts equally, often under-samples challenging behaviors, limiting effective learning. To mitigate this issue, we propose a difficulty-aware distillation strategy that adaptively weights supervision and prioritizes hard-yet-learnable trajectories guided by failure statistics and learning progress signals. Extensive experiments on three benchmark datasets demonstrate that our approach outperforms current state-of-the-art methods.
Lu Pan, Hongwei Zhao
Jun 30, 2026cs.RO

RRT-Rope: A deterministic shortening approach for fast near-optimal path planning in large-scale uncluttered 3D environments

Many path planning algorithms have been introduced so far, but most are costly, in path cost and in processing time, in large-scale uncluttered 3D environments such as underground mining stopes explored by an unmanned aerial vehicle (UAV). Rapidly-exploring Random Tree (RRT) algorithms are popular because of their probabilistic completeness and rapidity in finding a feasible path in single-query problems. Many of the algorithms (e.g. Informed RRT*, RRT#) developed to improve RRT need considerable time to converge in large environments. Shortcutting an RRT is an old idea that has been proven to outperform RRT variants. This paper introduces a new method, RRT-Rope, that aims at finding a near-optimal solution in a drastically shorter amount of time. The proposed approach benefits from fast computation of a feasible path with an altered version of RRT-connect, and post-processes it quickly with a deterministic shortcutting technique, taking advantage of intermediate nodes added to each branch of the tree. This paper presents simulations and statistics carried out to show the efficiency of RRT-Rope, which gives better results in terms of path cost and computation time than other popular RRT variations and shortening techniques in all our simulation environments, and is up to 70% faster than the next best algorithm in a representative stope.
Louis Petit, Alexis Lussier Desbiens
Jun 25, 2026cs.CV

SemCityLoc: Aerial 6DoF Localization Using Semantic 3D City Models

Aerial 6DoF localization typically relies on precise GNSS signals or radiometrically rich 3D reconstructions, limiting scalability and on-board deployment. We propose SemCityLoc, a semantic-geometric alignment system that reframes aerial pose estimation as structured surface registration between foundation-model-derived visual priors and standardized LoD-compliant 3D city models. Instead of matching sparse contours or dense texture, our method aligns semantic surfaces and monocular depth with lightweight semantic 3D building models, increasing pose discriminability in repetitive and occluded urban environments. To enable accurate evaluation, we introduce SemCityLockeD, the first real-world benchmark combining centimeter-accurate UAV poses with standardized LoD1--LoD3 semantic city models and challenging low-altitude imagery. Experiments demonstrate substantial improvements over existing map-based approaches, improving recall by up to 36% and reducing mean positional error from 9.89m to 2.62m in challenging urban canyons. Our results indicate that semantically structured geometry provides sufficient and scalable constraints for high-precision aerial localization without radiometric scene reconstructions. The code and data are available at https://albertchen98.github.io/SemCityLoc.
Jingfeng Mao, Xuyang Chen, Qilin Zhang +6
Jun 23, 2026cs.CV

Sat2City v2: Native 3D City Asset Generation from a Single Satellite Image

Generating explicit textured 3D city assets from a single satellite image is important for urban simulation and digital twins. Most prior methods, however, learn 3D proxies optimized for rendering street-view images or videos over prescribed viewpoints and trajectories, rather than producing explicit 3D assets. Our previous framework, Sat2City, took a first step toward this goal with task-specific cascaded sparse-voxel latent diffusion conditioned on satellite-derived height maps. However, it relied on synthetic data and did not condition appearance on the satellite input. To address these limitations, we present Sat2City v2, a framework for generating explicit textured 3D city assets directly from real satellite images. We first construct a real-world dataset of 16,027 geographically matched but weakly aligned satellite-image-textured-mesh pairs, comprising 14,651 training pairs and 1,376 held-out test pairs. Building on this dataset, Sat2City v2 uses a native structured-latent 3D prior pretrained on curated assets to anchor geospatial adaptation to its asset manifold. We empirically demonstrate that weakly aligned satellite images and regional textured 3D meshes can support asset-level conditional generation: learned attention lets satellite tokens steer geometry generation without calibrated pixel-to-surface correspondence, while the generated geometry anchors satellite-guided material synthesis. Sat2City v2 ranks first among the evaluated baselines on every reported metric across geometry accuracy, generative mesh quality, and satellite-to-asset feature alignment.
Tongyan Hua, Dongli Wu, Jinjing Zhu +5
Jun 2, 2026cs.RO

A 3D Isovist World Model -- Revealing a City's Unseen Geometry and Its Emergent Cross-City Signature

Embodied agents that navigate cities rely on world models that predict how their surroundings will change as they move. But for navigation, what matters is not what the buildings look like; it is where the agent can go. Most world models nonetheless predict appearance, learning how a scene looks rather than the space an agent can move through. Those that do target geometry, such as bird's-eye-view occupancy grids, flatten the three-dimensional environment onto a ground plane, discarding the above-ground and multi-level structure that shapes real navigation. What is missing is a predictive target that captures the navigable geometry an agent actually traverses, without photometric entanglement and without collapsing the third dimension. Our key idea is to model the open volume between buildings, the negative space, encoded as a 3D isovist: a spherical visibility-depth map recording the distance to the nearest surface in every direction. We introduce an embodied world model that predicts the next isovist from a short history of past isovists and a movement action. The prediction is formulated as a depth residual so the decoder inherits sharp building edges, trained with self-rollout scheduled sampling to keep corrupted context on the geometry manifold, and equipped with a persistent latent bird's-eye-view spatial map for cross-path consistency. Our central finding is emergent and unexpected: a single city-blind model trained on Manhattan and Paris develops a cross-city spatial signature, with city identity linearly decodable from its temporal latents far above single-frame baselines, so the signature lives in the learned dynamics rather than in appearance. The representation is lightweight, interpretable, and reproducible, offering a geometric substrate for spatial reasoning in embodied AI, robotics, and urban analysis, released with an open dataset and pipeline.
Xuhui Lin, Stephen Law, Nanjiang Chen +2
May 26, 2026cs.CV

Uncertainty-Aware Gaussian Map for Vision-Language Navigation

Vision-Language Navigation (VLN) requires an agent to navigate 3D environments following natural language instructions. During navigation, existing agents commonly encounter perceptual uncertainty, such as insufficient evidence for reliable grounding or ambiguity in interpreting spatial cues, yet they typically ignore such information when predicting actions. In this work, we explicitly model three forms of perceptual uncertainty (i.e., geometric, semantic, and appearance uncertainty) and integrate them into the agent's observation space to enable informed decision-making. Concretely, our agent first constructs a Semantic Gaussian Map (SGM), composed of differentiable 3D Gaussian primitives initialized from panoramic observations, that encodes both the geometric structure and semantic content of the environment. On top of SGM, geometric uncertainty is estimated through variational perturbations of Gaussian position and scale to assess structural reliability; semantic uncertainty is captured by perturbing Gaussian semantic attributes to reveal ambiguous interpretations; and appearance uncertainty is characterized by Fisher Information, which measures the sensitivity of rendered observations to Gaussian-level variations. These uncertainties are incorporated into SGM, extending it into a unified 3D Value Map, which grounds them as affordances and constraints that support reliable navigation. Comprehensive evaluations across multiple VLN benchmarks show the effectiveness of our agent.
Jianzhe Gao, Rui Liu, Yuxuan Xu +6
May 25, 2026cs.CV

Location Prior Generation via Multi-Source Urban Data Fusion for Low-Altitude Air Mobility

Building height, the third dimension (3D) of urban spatial data, is absent in over 95% of structures in global geospatial databases. For the emerging low-altitude economy, this data gap forces each aerial platform to rely on real-time onboard sensing rather than pre-computed 3D scene geometry. We present the Location Prior Generation Framework (LPGF), a multi-source data fusion pipeline that integrates Sentinel-2 imagery, UAV telemetry, vehicle GPS trajectories, and OpenStreetMap footprints into structured, reusable urban location priors. LPGF assigns building heights through a three-tier priority hierarchy: (1) explicit OSM height tags where available, (2) floor count multiplied by 3.2 m per story where recorded, and (3) building-type default heights otherwise, yielding a worst-case error of approximately 5.5 m. An optional shadow-based height estimation module (SHEM) is activated only when a four-criterion quality gate is satisfied; when any criterion fails, the pipeline routes to structured fallback. On the MiTra A50 Milan dataset, the quality gate correctly identified two imaging failure modes: sub-pixel shadows at 10 m GSD and ground shadow merging at 0.93 m GSD, producing a consistent 27-building prior in both cases. Tier 3 type-default heights were validated against manual floor counts (n=15), achieving MAE=3.07 m within the 5.0 m uncertainty bound. The framework demonstrates that structured, quality-gated fusion of universally available data streams can bootstrap 3D scene coverage for low-altitude urban operations.
Xiang Xie, Xiaonan Liu
May 18, 2026cs.CV

SENSE: Satellite-based ENergy Synthesis for Sustainable Environment

Urban Building Energy Modeling plays a critical role in achieving the United Nations' Sustainable Development Goals 7 and 11. Although existing studies based on satellite imagery and deep learning have achieved remarkable progress, many challenges exist: most existing studies are inherently predictive, failing to reflect the generative nature of urban planning; although generative AI and diffusion models have seen explosive growth in satellite imagery, they lack the urban functional generation (e.g., energy layer); third, aligned high-quality high-resolution building energy data with satellite imagery is limited and scarce. Here we propose SENSE (Satellite-based ENergy Synthesis for Sustainable Environment), a unified generative UBEM framework that jointly synthesizes realistic urban satellite imagery and aligned high-quality building energy consumption and height maps. By conditioning on road networks and urban density metrics, SENSE, based on a controllable diffusion model, leverages the knowledge learned by large vision models to generate urban building energy consumption and height information (annotations) in the latent space. Experiments across four cities (New York City, Boston, Lyon, Busan) demonstrate that SENSE achieves high visual fidelity and strong physical consistency, satisfying the ASHRAE standard metric. Experiments demonstrate that SENSE can generate enough annotated synthetic data using less than 20% labeled energy data, boosting downstream prediction performance by 10% IoU. Compared to SOTA urban energy prediction methods, SENSE significantly reduced prediction error (reduced 3%-11% NMBE and 1%-9% CVRMSE). This study offers an energy-efficiency urban planning and physical generation solution for urban science, energy science and building science. The dataset and code: https://huggingface.co/datasets/skl24/MUSE and https://github.com/kailaisun/GenAI4Urban-Energy/.
Kailai Sun, Mingyi He, Heye Huang +5
May 17, 2026cs.AI

Self-supervised Hierarchical Visual Reasoning with World Model

3D open-world environments with adversarial opponents remain a core challenge for reinforcement learning due to their vast state spaces. Effective reasoning representations are essential in such settings. While existing self-supervised visual foresight reasoning approaches often suffer from multi-step error accumulation, many recent studies resort to injecting domain-specific knowledge for more stable guidance. Our key insight is that the photorealistic fidelity of visual reasoning representations is secondary; what truly matters is providing informative, task-relevant signals. To this end, we propose ResDreamer, a hierarchical world model in which each higher-level layer is trained to reconstruct the residuals of the layer below. This design enables progressive abstraction of increasingly sophisticated world dynamics and fosters the emergence of richer latent representations. Drawing inspiration from the "Bitter Lesson", ResDreamer trains its reasoning representations in a purely self-supervised manner. The higher-level residual representations are used to modulate lower-level predictions, allowing the world model to scale effectively with only linearly increasing cross-layer communication costs. Experiments show that ResDreamer achieves state-of-the-art sample efficiency and parameter efficiency. This scalable hierarchical visual foresight reasoning architecture paves the way for more capable online RL agents in open-ended, dynamic environments. The code is accessible at https://github.com/XuYuanFei01/ResDreamer.
Yuanfei Xu, Lin Liu, Wengang Zhou +2
May 17, 2026cs.RO

Beyond Geometry: Efficient Topologically-Grounded Navigation in Complex 3D Environments

Ground robot navigation in complex 3D environments is often hindered by geometric ambiguity, where non-traversable structures such as furniture share local geometric properties with navigable ground. Furthermore, the computational cost of searching massive voxel spaces remains a significant challenge. To address these issues, we present a surface extraction framework that constructs a reduced state space of physically reachable standing positions by enforcing ground support, overhead clearance, and seed-based connectivity constraints. Evaluation across five Matterport3D indoor scenes and three PCT benchmark scenes demonstrates over 80% state space reduction and sub-millisecond A* search on the Matterport3D scenes, with 100% planning success across all 300 tested queries.
Yifan Du, Chengwei Zhang, Siyu Liao +1
May 9, 2026cs.CV

SeasonScapes: Learning Large-scale Re-lightable 3D Landscapes with Seasonal Variation from Sparse Webcams

We introduce SeasonScapes framework and a the SeasonScapes dataset: Swiss Sparse-view Mountain Scenes with Seasonal Changes that covers over 50 km x 60 km, composed of more than 85,000 webcam images captured from 32 different locations across 13 timestamps throughout a full year. By projecting these timestamp-specific images onto a 3D mesh, we construct seasonal 3D landscapes that reflect natural appearance changes over time. To address occlusions and missing data, we leverage conditional diffusion models for image-guided inpainting directly on the mesh. The resulting completed meshes can be further relighted using standard physically-based renderer.
Timo Kleger, Qi Ma, Deheng Zhang +2
May 3, 2026cs.CV

From Spherical to Gaussian: A Comparative Analysis of Point Cloud Cropping Strategies in Large-Scale 3D Environments

Large-scale 3D point clouds can consist of hundreds of millions of points. Even after downsampling, these point clouds are too large for modern 3D neural networks. In order to develop a semantic understanding of the scene, the point clouds are divided into smaller subclouds that can be processed. Typically, this division is done using spherical crops, resulting in a loss of surrounding geometric context. To address this issue, we propose alternative methods that produce subclouds with larger crop sizes while maintaining a similar number of points. Specifically, we compare exponential, Gaussian, and linear cropping methods with the spherical method. We evaluated three 3D deep learning model architectures using multiple indoor and outdoor environment datasets. Our results demonstrate that altering the cropping strategy can enhance model performance, especially for large-scale outdoor scenes, yielding new state-of-the-art results. Code is available at https://github.com/mvg-inatech/point_cloud_cropping
Maximilian Kellner, Dominik Merkle, Michael Brunklaus +1
Apr 29, 2026cs.RO

HiPAN: Hierarchical Posture-Adaptive Navigation for Quadruped Robots in Unstructured 3D Environments

Navigating quadruped robots in unstructured 3D environments poses significant challenges, requiring goal-directed motion, effective exploration to escape from local minima, and posture adaptation to traverse narrow, height-constrained spaces. Conventional approaches employ a sequential mapping-planning pipeline but suffer from accumulated perception errors and high computational overhead, restricting their applicability on resource-constrained platforms. To address these challenges, we propose Hierarchical Posture-Adaptive Navigation (HiPAN), a framework that operates directly on onboard depth images at deployment. HiPAN adopts a hierarchical design: a high-level policy generates strategic navigation commands (planar velocity and body posture), which are executed by a low-level, posture-adaptive locomotion controller. To mitigate myopic behaviors and facilitate long-horizon navigation, we introduce Path-Guided Curriculum Learning, which progressively extends the navigation horizon from reactive obstacle avoidance to strategic navigation. In simulation, HiPAN achieves higher navigation success rates and greater path efficiency than classical reactive planners and end-to-end baselines, while real-world experiments further validate its applicability across diverse, unstructured 3D environments.
Jeil Jeong, Minsung Yoon, Seokryun Choi +3
Apr 26, 2026cs.RO

Decentralized Heterogeneous Multi-Robot Collaborative Exploration for Indoor and Outdoor 3D Environments

Heterogeneous multi-robot systems feature significant adaptability for complex environments. However, effective collaboration that fully exploits the robots' potential remains a core challenge. This paper proposes a decentralized collaborative framework for heterogeneous multi-robot systems to autonomously explore indoor and outdoor 3D environments. First, a basic perception map that integrates terrain and observation metrics is designed. Improved supervoxel segmentation is developed to simplify the map structure and form a high-level representation that supports lightweight communication. Second, the traversal and observation capabilities of heterogeneous robots are modeled to evaluate the requirements of task views derived from incomplete supervoxels. These task views are grouped by requirements and clustered to streamline assignment. Subsequently, the view-cluster assignment is formulated as a heterogeneous multi-depot multi-traveling salesman problem (HMDMTSP) that incorporates constraints between view-cluster requirements and robot capabilities. An improved genetic algorithm is developed to efficiently solve this problem while ensuring global consistency. Based on the assignments, redundant views within clusters are eliminated to refine exploration routes. Finally, conflicts between robots' motion paths are resolved. Simulations and field experiments in cluttered indoor and outdoor environments demonstrate that our approach effectively coordinates exploration tasks among heterogeneous robots, achieving superior exploration efficiency and communication savings compared to state-of-the-art approaches.
Yuxiang Li, Kun Chen, Jiancheng Wang +3
Mar 16, 2026cs.RO

EAAE: Energy-Aware Autonomous Exploration for UAVs in Unknown 3D Environments

Battery-powered multirotor unmanned aerial vehicles (UAVs) can rapidly map unknown environments, but mission performance is often limited by energy rather than geometry alone. Standard exploration policies that optimise for coverage or time can therefore waste energy through manoeuvre-heavy trajectories. In this paper, we address energy-aware autonomous 3D exploration for multirotor UAVs in initially unknown environments. We propose Energy-Aware Autonomous Exploration (EAAE), a modular frontier-based framework that makes energy an explicit decision variable during frontier selection. EAAE clusters frontiers into view-consistent regions, plans dynamically feasible candidate trajectories to the most informative clusters, and predicts their execution energy using an offline power estimation loop. The next target is then selected by minimising predicted trajectory energy while preserving exploration progress through a dual-layer planning architecture for safe execution. We evaluate EAAE in a full exploration pipeline with a rotor-speed-based power model across simulated 3D environments of increasing complexity. Compared to representative distance-based and information gain-based frontier baselines, EAAE consistently reduces total energy consumption while maintaining competitive exploration time and comparable map quality, providing a practical drop-in energy-aware layer for frontier exploration.
Jacob Elskamp, Moji Shi, Leonard Bauersfeld +2
Nov 14, 2025cs.CV

Sat2RealCity: Geometry-Aware and Appearance-Controllable 3D Urban Generation from Satellite Imagery

3D urban generation from satellite imagery is an important task for scalable digital twins and real-world simulation environments. Existing approaches primarily rely on scene-level generation paradigms, which often require large-scale 3D city assets and struggle with controllability, geographic alignment, and realistic appearance grounding in real-world urban environments. To address these limitations, we present Sat2RealCity, a grounded urban generation framework that leverages object-level 3D generative priors for scalable city synthesis from satellite imagery. Our framework decomposes cities into geographically grounded building entities, enabling the reuse of pretrained object-level 3D generative priors while preserving real-world spatial structures. Supported by our constructed BuildVerse3D dataset, (1) we introduce an OpenStreetMap (OSM)-guided spatial grounding strategy to inject geospatial constraints into the 3D generation process; (2) we design an appearance-guided controllable generation mechanism for realistic architectural appearance and regional style consistency; and (3) we construct an MLLM-powered semantic pipeline for regional appearance understanding and semantic-aware appearance synthesis. Extensive experiments demonstrate that Sat2RealCity achieves strong geographic alignment, regional stylistic consistency, and plausible urban asset synthesis compared with existing urban generation and 3D asset generation approaches.
Xinliang Wang, Yijie Kang, Zhenyu Wu +1
Oct 17, 2025cs.CV

Skyfall-GS: Synthesizing Immersive 3D Urban Scenes from Satellite Imagery

Synthesizing large-scale, explorable, and geometrically accurate 3D urban scenes is a challenging yet valuable task for immersive and embodied applications. The challenge lies in the lack of large-scale and high-quality real-world 3D scans for training generalizable generative models. In this paper, we take an alternative route to create large-scale 3D scenes by leveraging readily available satellite imagery for realistic coarse geometry and open-domain diffusion models for high-quality close-up appearance synthesis. We propose Skyfall-GS, a novel hybrid framework that synthesizes immersive city-block scale 3D urban scenes by combining satellite reconstruction with diffusion refinement, eliminating the need for costly 3D annotations, and also featuring real-time, immersive 3D exploration. We tailor a curriculum-driven iterative refinement strategy to progressively enhance geometric completeness and photorealistic texture. Extensive experiments demonstrate that Skyfall-GS provides improved cross-view consistent geometry and more realistic textures compared to state-of-the-art approaches. Project page: https://skyfall-gs.jayinnn.dev/
Jie-Ying Lee, Yi-Ruei Liu, Shr-Ruei Tsai +6