3D Mesh Reconstruction

Latest papers 75

Jun 26, 2026cs.CV

Home3D 1.0: A High-Fidelity Image-to-3D Asset Generation System for Interior Design

We present Home3D 1.0, a modular image-to-3D generation system that produces high-quality 3D assets from a single reference image, targeting interior design and e-commerce applications. Given a photograph of a furniture or decor item, the system outputs a mesh with physically-based rendering (PBR) materials, and the mesh can be decomposed into material-specific components. The pipeline is organized into four tightly coupled modules: Geometry reconstructs a watertight mesh through latent SDF modelling with a geometry VAE and a coarse-to-fine flow-matching DiT; Texture predicts multiview albedo observations, reprojects them onto the mesh, and completes unseen surface regions with a 3D texture field; Material uses MatWeaver to obtain component masks through video-based segmentation and UV-space voting, then retrieves and bakes PBR maps from a curated material library through hierarchical multi-modal matching; and Parts generates material-editable semantic part meshes with a PartVAE and PartDiT, decoding multi-head part-specific SDF fields in one pass. Each module is evaluated independently with dedicated metrics, highlighting both the current system capability and the remaining gaps toward broader deployment.
Jun 26, 2026cs.CV

Scene and Human in One World: Reconstruction in a Feedforward Pass

Reconstructing humans in dynamic scenes from moving monocular cameras remains challenging due to scale ambiguity, human-scene misalignment, and occlusion interference. Rather than treating human mesh recovery and scene reconstruction as separate tasks, we believe that accurate human-scene reconstruction requires the two tasks to mutually inform each other: parametric human models offer semantic structure and metric-scale priors, while scene geometry provides spatial context for human localization and alignment. Built on this insight, we introduce SHOW, a mask-promptable human mesh recovery framework that couples feed-forward 3D scene reconstruction with Human Mesh Recovery in a unified metric space. SHOW injects human semantics and scale priors from parametric human models into normalized point-map prediction, enabling metric-scale scene reconstruction from inherently scale-ambiguous monocular input. In turn, the recovered scene geometry constrains human mesh estimation, encouraging spatially consistent human placement and improved human-scene alignment. To handle complex multi-person and cluttered scenes, SHOW further incorporates a promptable masking mechanism that enables flexible target-human selection while suppressing background distractions and occlusion interference. Through joint training, the model learns both human-aware geometric features and geometry-constrained human features, producing aligned metric-scale reconstructions from monocular human-centric videos. Extensive experiments demonstrate that SHOW improves metric-scale consistency, human-scene alignment, and reconstruction accuracy under challenging camera motion, occlusion, and cluttered backgrounds.
Jun 22, 2026cs.CV

Can Single-View Mesh Reconstruction Generalize to Robot Camera Rotation?

Single-view mesh reconstruction predicts object meshes and spatial layouts from a single observation, making it attractive for fast robot spatial reasoning and real-to-sim digital twins. However, robot-mounted cameras naturally rotate during manipulation and navigation, while learned single-view reconstruction models often rely on view-dependent priors and may generalize poorly to out-of-distribution camera rotations. Such rotations can introduce 3D inconsistencies, incorrect layouts, and violations of physical constraints, but this failure mode remains under-evaluated. We introduce an evaluation protocol with controlled axis-wise roll, pitch, and yaw sweeps to trace errors in monocular depth estimation (MDE), canonical object meshes, camera-space layout, and physical plausibility within a representative SAM3D-style pipeline. On the Aria Digital Twin dataset and a real Franka wrist-camera sequence, camera rotations induce MDE distortion, layout drift, and collision penetration, while canonical mesh predictions remain relatively stable. A two-stage SAM3D+FoundationPose pipeline is more robust than one-stage feed-forward layout prediction, and our Gravity-Aware Refinement reduces one-stage pairwise ICP-based layout-orientation error by 47.1%\%. Our evaluation reveals that current single-view mesh reconstruction methods generalize poorly to robot camera rotation, and suggests that explicit gravity cues are important for reliable robotic single-view mesh reconstruction.
Jun 16, 2026cs.LG

A Cross-Model VLM-Judge Protocol for Single-Image 3D Mesh Quality (and Why Cheap Proxies Fall Short)

Single-image-to-3D generators are improving quickly, but there is no agreed, human-free way to tell whether one generated mesh is better than another. Practitioners commonly rely on cheap automatic proxies (render-space CLIP similarity and mesh geometry-validity statistics), yet how well these track perceived quality is unestablished. We make two contributions. First, we propose and validate a reproducible VLM-judge evaluation protocol: a fixed 24-view headless render rig, two independent vision-language judge families, and a mandatory position-bias correction that queries both presentation orders and keeps only order-consistent verdicts. The two judge families agree substantially with each other (Cohen's kappa = 0.66), well above the chance-agreement floor. Second, using this protocol as the reference, we show the cheap proxies do not substitute for it. Geometry validity is only a weak signal on average (because, as we show, it is bimodal) and stays below our pre-registered target, while render-CLIP is at chance. A learned Bradley-Terry head collapses onto a single manifoldness statistic (giving render-CLIP a negative weight) and matches geometry-only exactly, so learning the feature weights buys nothing. The proxy is also bimodal: it is significantly above chance on contrasts with visible geometric defects but at chance on ambiguous contrasts, consistent with geometry validity tracking the judge only when the defect is visually salient. We therefore recommend the VLM-judge protocol as a reliable, reproducible evaluator under the conditions tested (two feed-forward generators on Google Scanned Objects, with a face-drop degradation regime) and advise against geometry/CLIP proxies as optimization targets.
Jun 12, 2026cs.CV

Multi-HMR 2: Multi-Person Camera-Centric Human Detection, Mesh Recovery and Tracking

Most advances in human mesh recovery (HMR) have focused on pelvis-centered recovery, overlooking metric 3D localization and detection accuracy in the camera coordinate system - two key factors for real-world applications such as human-robot interaction and social scene understanding. Current evaluation protocols often ignore these aspects, emphasizing per-person, root-centered recovery rather than camera-space perception. As a result, existing approaches rely on fixed camera assumptions or handcrafted post-processing, limiting their robustness and practical deployment. We introduce Multi-HMR 2, a simple yet robust DETR-based framework for Multi-person Camera-centric Human detection, mesh Recovery, and tracking. Multi-HMR 2 predicts a scene-consistent camera together with human meshes, enabling metric 3D localization without ground-truth intrinsics. Moreover, by distilling image-based memory features from SAM2, Multi-HMR 2 extends to tracking, achieving consistent identity association without video supervision. Despite its conceptual simplicity - no handcrafted components, no video input, and no ground-truth cameras - Multi-HMR 2 achieves state-of-the-art pelvis-centered performance while substantially improving detection accuracy and metric 3D localization.
Jun 10, 2026cs.CV

TextHOI-3D: Text-to-3D Hand-Object Interaction via Discrete Multi-View Generation and Joint Mesh Optimization

Text-conditioned 3D generation has progressed rapidly for images and isolated objects, but producing a hand-object mesh remains challenging: the output must preserve language semantics, cross-view consistency, object geometry, articulated hand shape, and physically plausible contact. We present TextHOI-3D, a staged framework that uses generated multi-view observations as an explicit interface between text-conditioned visual generation and geometry-aware hand-object recovery. TextHOI-3D learns a compact VQ token space for fixed-camera hand-object observations, predicts multi-view visual tokens from text with a CLIP-conditioned visual autoregressive model, and recovers a unified hand-object mesh through prior initialization, multi-view joint optimization, and anti-penetration refinement. The design separates semantic generation from geometric recovery while keeping both stages connected by a discrete multi-view representation. On HO3D-derived evaluations, the multi-view setting reduces object CD from 17.26 mm to 4.92 mm and penetration volume from 5.3721 cm^3 to 0.2193 cm^3 compared with a single-view counterpart, while improving hand errors and surface F-scores. These results support multi-view visual tokens as an effective intermediate representation for text-driven 3D hand-object mesh creation.
Jun 9, 2026cs.CV

Benchmarking stereo reconstruction for 3D printable Martian terrain models

Reconstructing printable 3D models from Mars rover imagery is challenging because Martian terrain is low-texture, irregular, and partially observed. We evaluate a pipeline that estimates stereo depth from NASA Curiosity images, completes geometry, and exports watertight OBJ meshes. On Middlebury, RAFT-Stereo outperforms semi-global block matching (SGBM), reducing disparity MAE from 3.22px to 0.73px and increasing valid prediction coverage from 76.3% to 100.0%. On Curiosity imagery, however, RAFT's denser disparities show weaker edge alignment and higher photometric reprojection error, suggesting that benchmark accuracy does not directly transfer to Martian terrain reconstruction. Geometry completion demonstrates a tradeoff between local fidelity and global connectivity. We find that alpha shapes preserve accurate but fragmented structure, Poisson reconstruction produces more coherent meshes but adds unsupported surfaces, and a deterministic diffusion-fill baseline is intermediate but sensitive to stereo quality. Overall, standard stereo and completion methods can produce printable approximations of Martian terrain, but reliable reconstruction requires stronger domain-specific validation.
Jun 3, 2026cs.CV

Hierarchical Space Partition for Surface Reconstruction

Generating compact polygonal models from point clouds is a key problem in 3D vision and computer graphics. However, due to inherent limitations of LiDAR scanning (e.g. range constraints and occlusions), critical scene information is often missing, leading to degraded reconstruction accuracy. To address this, we propose a plane assembling strategy that effectively recovers missing details while maintaining model compactness. We classify all the planes extracted from the scene into three categories: highly visible, barely visible, and invisible. The invisible planes, which are recovered by scene structure analysis, indicate the missing details. The three types of planes correspond to the three growth priorities. Each plane grows according to the priority level, and the space is partitioned progressively, namely, the hierarchical partition. Subsequently, we generate a watertight polygonal mesh from the partition via a min-cut-based optimization. Finally, comparisons on public datasets show the effectiveness and superiority of our method against mainstream approaches. The project page is available at https://hsr-3dv.github.io/.
Jun 2, 2026cs.CV

GARDEN: Gravity-Aligned Reconstruction of Disentangled ENvironments from RGB images

Converting multi-view RGB observations into simulation-ready 3D environments remains challenging because current reconstruction pipelines produce monolithic scene representations without explicit physical structure. They are typically defined up to an arbitrary global rotation and entangle rigid foreground objects with background geometry, which hinders stable physical interaction. Existing solutions often recover interactivity by replacing reconstructed objects with retrieved CAD assets, but this introduces a slow retrieval-and-replacement stage and weakens scene-specific geometric fidelity. We propose GARDEN, an RGB-only framework that reformulates reconstruction as physically-grounded scene factorization and outputs a structured hybrid scene representation. The key idea is to use gravity as a universal physical prior: we first align the reconstruction to a unified Gravity-View frame to resolve gauge ambiguity, then recover object-centric rigid meshes with accurate 6-DoF placement, and finally remove duplicate object geometry from the background through conditional 3D point classification. The resulting representation combines explicit rigid bodies with a decoupled background, enabling direct physics simulation while preserving visual realism. Experiments on both simulated and real multi-view scenes show that GARDEN improves object placement reliability, disentanglement quality, and rendering-simulation efficiency compared with retrieval-based baselines. Project page: https://sunjiahaovo.github.io/garden/
Jun 1, 2026cs.CV

PRIMA: Boosting Animal Mesh Recovery with Biological Priors and Test-Time Adaptation

We present PRIMA (PRIors for Mesh Adaptation), a framework for robust 3D quadruped mesh recovery under severe species and pose imbalance. Existing animal reconstruction methods often regress toward mean shapes and poses due to limited 3D supervision and long-tailed species distributions, resulting in poor generalization to underrepresented animals and rare articulations. PRIMA addresses this challenge through three key contributions. First, we incorporate BioCLIP embeddings as biological priors to inject semantic and morphological knowledge into the reconstruction process, enabling more accurate and generalizable shape prediction across diverse quadrupeds. Second, we introduce a test-time adaptation (TTA) strategy that refines SMAL predictions using 2D reprojection constraints together with auxiliary keypoint guidance, improving pose and shape estimation while enabling the generation of high-quality pseudo-3D annotations from existing 2D datasets. Third, leveraging this TTA framework, we construct Quadruped3D, a large-scale pseudo-3D dataset that covers diverse species and pose variations to systematically improve model performance. Extensive experiments on Animal3D, CtrlAni3D, Quadruped2D, and Animal Kingdom demonstrate that PRIMA achieves state-of-the-art results, with particularly strong improvements on underrepresented species and challenging poses. Our results highlight the importance of biological priors and adaptation-driven data expansion for scalable and generalizable animal mesh recovery. Code is available at https://github.com/AdaptiveMotorControlLab/PRIMA.
Jun 1, 2026cs.CV

PerBite: A Curated Diagnostic Workflow for Bite-Aware Food Volume Estimation

Can a visually plausible food mesh be trusted to estimate the volume of consumed food? \method investigates this question using selected paired before- and after-consumption states from the MetaFood CVPR 2026 Continuous 3D Reconstruction While Eating Challenge. The submitted workflow follows a curated reconstruction protocol: SAM3 segments the food and plate regions; Hunyuan3D/SAM3D generates a dimensionless food mesh; the plate diameter provides the metric scale; the plate geometry is removed in Blender; and the remaining mesh is hole-filled, made watertight, and integrated to estimate volume. MoGe-2 is used only as an auxiliary cue for initial dish-diameter estimation when direct plate measurement is uncertain; it is not the primary scale source for the reported challenge result. \method ranks first, with an average Chamfer distance of 8.31 across 34 meshes using rigid ICP without scale correction. On 17 before- and after-pairs, it achieves 33.87% state-level volume MAPE and zero monotonicity violations, while consumed-volume MAPE remains 53.74%. The results show that surface reconstruction, metric scale, controlled mesh cleanup, watertight volume integration, and physical depletion consistency should be evaluated separately for dietary assessment. Source code and evaluation scripts will be available at github.com/GCVCG/PerBite-CVPR-MetaFood-2026.
May 30, 2026cs.CV

Real-Time Physics Simulation with Dynamic Mesh-Gaussian Reconstructions

Integrating dynamic 3D reconstructions into physics simulation requires fixed mesh topology for efficient collision detection, but state-of-the-art methods like DG-Mesh produce varying topology optimized for geometric quality. We investigate whether topology conversion can enable physics integration while preserving reconstruction fidelity. We propose a dual-representation framework combining fixed-topology meshes for physics with Gaussian splatting for rendering, achieving 4.65×\times speedup over varying-topology baselines through runtime vertex buffer updates. We evaluate two conversion strategies, temporal correspondence tracking and template-based projection, against native fixed-topology methods (MaGS) on the DG-Mesh dataset. Our evaluation reveals that both conversion approaches incur 65-80% geometric degradation, producing results inferior to MaGS despite DG-Mesh's superior initial quality. This demonstrates that high-quality reconstruction and physics-compatible topology represent fundamentally distinct objectives that cannot be reconciled through post-processing. Our findings inform future development of physics-aware reconstruction methods and our framework enables real-time simulation with any fixed-topology approach.
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.
May 29, 2026cs.CV

Topologically Consistent Multi-view 3D Head Reconstruction via Coarse-Guided Layered Surface Sampling

We present SHELLS (Semantic Head Estimation via Layered Local Sampling), an efficient feed-forward framework for 3D head reconstruction in dense semantic correspondence from multi-view images. Existing methods typically refine vertices independently via localized feature volumes. This approach couples memory-intensive feature sampling to mesh resolution, which limits scalability for dense topologies (> 10k vertices) and introduces surface noise. In contrast, SHELLS decouples feature extraction from mesh resolution via a hierarchical sampling strategy. We extract multi-view features using a DINOv2 backbone with LoRA adaptation, projectively sample a sparse global feature cloud, and predict an intermediate coarse mesh. This coarse prior guides the construction of layered, surface-aware sampling shells that serve as a discrete search space for the final reconstruction. SHELLS maintains surface consistency while using 88% less inference GPU memory (2.4GB vs. 20GB) than volumetric baselines. It reduces median registration error by 21% to 29% with a 3.5x inference speedup (0.08s vs. 0.29s) for 18k-vertex meshes. Notably, our model is trained exclusively on synthetic data yet generalizes effectively to real-world captures, eliminating the need for the costly, pre-registered multi-view datasets common in prior work.
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.
May 28, 2026cs.CV

SAM3D-Phys: Towards Multi-Object Interactive Simulation in Real World

This work addresses the problem of recovering complete, simulatable object geometry from reconstructed real-world scenes, enabling physics-based interaction with objects embedded in the scene. While modern multi-view reconstruction methods can produce visually accurate environments, objects are often incomplete due to occlusions and limited observations, making them unsuitable for physics simulation. To address this limitation, we propose SAM3D-Phys, a framework that integrates scene reconstruction with generative 3D priors of SAM3D to recover physically simulatable objects. Our approach first reconstructs the scene from multi-view images to obtain scene geometry and partial observations of objects. We then leverage SAM3D to infer complete object geometry from these partial observations. To ensure that the recovered objects remain consistent with the reconstructed scene, we restore scene-consistent object states through two complementary strategies: a physics-constrained spatial optimization algorithm that iteratively aligns the recovered object to its original location, and a mask-guided appearance distillation module that refines texture fidelity based on the observed images. By recovering complete object geometry and restoring its pose and appearance within the scene, SAM3D-Phys produces clean object representations suitable for physics-based simulation, enabling simultaneous and physically consistent interactive simulation of multiple objects within a reconstructed scene. Project page: https://chnxindong.github.io/sam3d-phys/
May 27, 2026cs.CV

SEMAGIC: Learning Semantically Consistent Deformable 3D Representations from In-the-Wild Images

Learning deformable 3D object models from single-view in-the-wild images has enabled impressive 3D shape reconstruction without supervision. However, it remains unclear whether these models capture the semantic structure required for downstream tasks. We find that existing deformable reconstruction approaches, despite producing visually plausible geometry, yield unstable correspondences across instances and perform poorly on semantic correspondence benchmarks. We introduce SEMAGIC, a framework for learning semantically consistent deformable 3D representations from single-view in-the-wild images. Rather than treating reconstruction as the end goal, SEMAGIC uses deformable modeling as a mechanism to discover category-level correspondences. Each category is represented by a canonical template mesh and a learned deformation field, functioning similarly to an autoencoder that reconstructs instance geometry from image features, enabling vertices to maintain consistent semantic meaning across instances. Semantic consistency is enforced during training through (i) a feature-level consistency loss aligning semantic features between canonical and deformed meshes, and (ii) vertex-index-conditioned deformation that preserves semantic correspondence across instances. By explicitly coupling geometric deformation with semantic alignment, SEMAGIC produces representations that maintain stable part correspondences across intra-category variation. Experiments demonstrate that SEMAGIC improves semantic correspondence of deformable models by +14.7 [email protected] on SPair-71k, establishing deformable models as effective semantic 3D representations.
May 25, 2026cs.CV

TriSplat: Simulation-Ready Feed-Forward 3D Scene Reconstruction

Sparse-view 3D reconstruction is increasingly addressed with feed-forward splatting networks that predict explicit primitives directly from images. Yet most existing methods remain centered on Gaussian primitives and expose surfaces only indirectly: extracting a usable mesh for downstream simulation, physics reasoning, or embodied interaction still requires expensive post-hoc steps that break the feed-forward promise. This limitation is especially pronounced in pose-free settings, where scene structure and camera parameters must be estimated jointly from sparse observations. We present TriSplat, a feed-forward reconstruction network that represents scenes with oriented triangle primitives and directly exports simulation-ready mesh scenes from a single forward pass. Given input images, the network predicts local 3D point maps, triangle attributes, camera poses, and optional intrinsics. Rather than regressing triangle orientation as an unconstrained latent variable, our approach constructs geometry normals from the predicted point maps, refines them with an image-conditioned normal head, and converts them into stable local frames for triangle parameterization. A mono-normal bootstrap schedule further stabilizes early training, while opacity and blur scheduling progressively sharpens the learned surface representation for direct mesh extraction. Experiments on RealEstate10K and DL3DV show that this representation produces more geometry-faithful reconstructions than Gaussian feed-forward baselines while maintaining competitive novel-view rendering quality. Because the rendering primitives are themselves surface triangles, the output can be directly ingested by physics engines, collision detectors, and standard rendering pipelines without any conversion, making it a practical simulation-ready solution for feed-forward 3D scene reconstruction.
May 25, 2026cs.CV

MuNet: A Mutualistic Network for Joint 3D Human Mesh Recovery and 3D Clothed Human Reconstruction from Single Images

3D human mesh recovery and 3D clothed human reconstruction are inherently related, yet they have long been studied in isolation, thereby overlooking the potential gains of joint optimization. To overcome this limitation, we propose to address these two tasks within a unified framework, which allows their mutual dependencies to be effectively exploited. Building on this idea, we propose MuNet, a mutualistic network for joint 3D human mesh recovery and 3D clothed human reconstruction from single images. First, we adopt 2-manifold graphs as a unified representation for all 3D models, enabling consistent modeling across 3D human mesh recovery and clothed human reconstruction. Second, we design an end-to-end graph convolutional network that progressively deforms an initial graph into a 3D human mesh and refines it into a detailed 3D clothed human model. Third, we introduce a mutualistic mechanism that allows reciprocal interaction between the two tasks {during training}, where 3D human mesh recovery provides guidance for 3D clothed human reconstruction, and reconstruction feedback refines the 3D human mesh recovery. We extensively evaluate MuNet on six benchmark datasets for 3D human mesh recovery and 3D clothed human reconstruction, including Human3.6M, 3DPW, MPI-INF-3DHP, THuman2.0, CAPE, and RenderPeople. Experimental results demonstrate that MuNet achieves state-of-the-art performance on both tasks across all datasets. The code of MuNet is released for research purposes at https://github.com/starVisionTeam/MuNet.
May 22, 2026cs.CV

GenRecon: Bridging Generative Priors for Multi-View 3D Scene Reconstruction

We introduce a new approach to high-fidelity 3D scene reconstruction from multi-view RGB images that tightly couples reconstruction with a strong generative 3D prior. We cast scene reconstruction as conditional 3D generation over a set of spatially-localized, overlapping chunks that together tile the scene, scaling generation to large scene extents. Crucially, we inherit the fidelity and completeness of state-of-the-art generative shape models -- we use Trellis.2 as an example -- which we generalize to the scene level. To this end, we propose a projection-based conditioning mechanism that lifts posed multi-view image features into a coherent 3D representation aligned with the generative model, independent of view ordering and spatially anchored to the scene, yielding high-fidelity, multi-view consistent generated geometry. This enables lifting the strong object-level prior of Trellis.2 to multi-view, scene-scale generation, producing faithful, editable PBR mesh reconstructions of indoor environments. As a result, we obtain high-fidelity results that outperform cutting-edge reconstruction methods by 16%.
May 18, 2026cs.CV

DanceHMR: Hand-Aware Whole-Body Human Mesh Recovery from Monocular Videos

Monocular video human mesh recovery is essential for digital humans, avatar animation, and embodied simulation, where both temporal stability and expressive whole-body motion are required. Existing video HMR methods produce coherent body motion but often overlook detailed hand articulation, while image-based whole-body methods recover SMPL-X meshes independently per frame, often leading to jittery and inaccurate hand motion. We present a temporally coherent whole-body HMR framework for challenging in-the-wild monocular videos. Our model unifies body context and part-specific hand observations through residual body-hand fusion, enabling stable body motion and detailed hand recovery within a single temporal architecture. We further introduce close-up-aware augmentation to improve robustness under upper-body framing. Experiments on whole-body and body-only benchmarks demonstrate improved hand reconstruction and competitive body accuracy. Our method also produces temporally stable and 2D-consistent SMPL-X motion in challenging real-world videos.
May 15, 2026cs.CV

ArtMesh: Part-Aware Articulated Mesh Fields with Motion-Consistent Dynamics

We present ArtMesh, a mesh-native method for reconstructing articulated objects explicitly as connected triangle meshes with per-part rigid motion from multi-view images in start and end states. Existing 3D Gaussian Splatting pipelines for articulated reconstruction inherit the unstructured point-based geometry of their splatting base, which provides no surface topology for reasoning about part boundaries or enforcing motion consistency along the object's connectivity. ArtMesh instead builds on a mesh-based differentiable rendering backbone, enabling part-aware dynamics to act directly on the structured topology. To make the topology compatible with articulation, we introduce part-aware restricted Delaunay remeshing, producing connected submeshes whose triangles do not cross semantic part boundaries. The dynamic mesh field then optimizes articulation using bidirectional Vertex-wise Motion Consistency on transported mesh vertices and Pixel-wise Motion Consistency on rendered RGB-D observations. We introduce Articulate-100, a new benchmark of 100 articulated objects spanning 16 PartNet-Mobility categories. On this benchmark, ArtMesh outperforms prior 3DGS-based pipelines in joint parameter estimation and part-level geometric reconstruction, with the largest gains on objects with many movable parts.
May 14, 2026cs.CV

FactorizedHMR: A Hybrid Framework for Video Human Mesh Recovery

Human Mesh Recovery (HMR) is fundamentally ambiguous: under occlusion or weak depth cues, multiple 3D bodies can explain the same image evidence. This ambiguity is not uniform across the body, as torso pose and root structure are often relatively well constrained, whereas distal articulations such as the arms and legs are more uncertain. Building on this observation, we propose FactorizedHMR, a two-stage framework that treats these two regimes differently. A deterministic regression module first recovers a stable torso-root anchor, and a probabilistic flow-matching module then completes the remaining non-torso articulation. To make this completion reliable, we combine a composite target representation with geometry-aware supervision and feature-aware classifier-free guidance, preserving the torso-root anchor while improving single-reference recovery of ambiguity-prone articulation. We also introduce a synthetic data pipeline that provides the paired image-camera-motion supervision under diverse viewpoints. Across camera-space and world-space benchmarks, FactorizedHMR remains competitive with strong baselines, with the clearest gains in occlusion-heavy recovery and drift-sensitive world-space metrics.
May 11, 2026cs.CV

MoPO: Incorporating Motion Prior for Occluded Human Mesh Recovery

Although recent studies have made remarkable progress in human mesh recovery, they still exhibit limited robustness to occlusions and often produce inaccurate poses and severe motion jitter due to the insufficient spatial features for occluded body parts. Inspired by the rapid advancements in human motion prediction, we discover that compared to occluded image features, pose sequence inherently contains reliable motion prior for estimating occluded body parts. In this paper, we incorporate Motion Prior for Occluded human mesh recovery, called MoPO. Our MoPO mainly consists of two components: 1) The motion de-occlusion module, where we propose a spatial-temporal occlusion detector to detect joint visibility, and then we propose a lightweight motion predictor to complete the occluded body parts by predicting the most plausible joint positions based on history poses. 2) The motion-aware fusion and refinement module, which fuses the completed joint sequence with image features to estimate human shape and initial human pose. Moreover, the completed joint sequence is further used to refine the final human pose through inverse kinematics, which provides the occlusion-free motion prior for regressing human poses. Extensive experiments demonstrate that MoPO achieves state-of-the-art performance on both occlusion-specific and standard benchmarks, significantly enhancing the accuracy and temporal consistency of occluded human mesh recovery. Our code and demo can be found in the supplementary material.
May 10, 2026cs.CV

PhysHanDI: Physics-Based Reconstruction of Hand-Deformable Object Interactions

While existing methods for reconstructing hand-object interactions have made impressive progress, they either focus on rigid or part-wise rigid objects-limiting their ability to model real-world objects (e.g., cloth, stuffed animals) that exhibit highly non-rigid deformations-or model deformable objects without full 3D hand reconstruction. To bridge this gap, we present PhysHanDI (Physics-based Reconstruction of Hand and Deformable Object Interactions), a framework that enables full 3D reconstruction of both interacting hands and non-rigid objects. Our key idea is to physically simulate object deformations driven by forces induced from densely reconstructed 3D hand motions, ensuring that the reconstructed object dynamics are both physically plausible and coherent with the interacting hand movements. Furthermore, we demonstrate that such simulation of object deformations can, in turn, refine and improve hand reconstruction via inverse physics. In experiments, PhysHanDI outperforms the state-of-the-art baseline across reconstruction and future prediction.
May 9, 2026cs.CV

Egocentric Whole-Body Human Mesh Recovery with Prior-Guided Learning

Egocentric human mesh recovery (HMR) from monocular head-mounted cameras is increasingly important for AR/VR applications, but remains challenging due to the lack of reliable ground-truth (GT) annotations based on parametric human body models such as SMPL and SMPL-X for real egocentric images. Existing egocentric HMR methods typically rely on pseudo-GT and focus on body pose estimation, which limits their ability to recover fine-grained whole-body details such as hands and face. We study egocentric whole-body human mesh recovery and propose a prior-guided learning framework that reconstructs whole-body meshes from a single egocentric image. We construct more accurate optimization-based pseudo-GT aligned with 3D joint supervision, and leverage multiple priors by adapting an exocentric HMR foundation model together with a diffusion-based pose prior. A deterministic undistortion module is further adopted to handle fisheye distortions in egocentric images. Experiments across multiple egocentric benchmarks demonstrate improved whole-body reconstruction compared to state-of-the-art methods, and show that our optimization-based pseudo-GT is substantially more accurate than existing regression-based pseudo-GT. To facilitate reproducibility, the code and dataset annotations are publicly available at https://github.com/naso06/EgoSMPLX.
May 8, 2026cs.CV

SAM 3D Animal: Promptable Animal 3D Reconstruction from Images in the Wild

3D animal reconstruction in the wild remains challenging due to large species variation, frequent occlusions, and the prevalence of multi-animal scenes, while existing methods predominantly focus on single-animal settings. We present SAM 3D Animal, the first promptable framework for multi-animal 3D reconstruction from a single image. Built on the SMAL+ parametric animal model, our method jointly reconstructs multiple instances and supports flexible prompts in the form of keypoints and masks which enable more reliable disambiguation in crowded and occluded scenes. To train such a model, we further introduce Herd3D, a multi-animal 3D dataset containing over 5K images, designed to increase diversity in species, interactions, and occlusion patterns. Experiments on the Animal3D, APTv2, and Animal Kingdom datasets show that our framework achieves state-of-the-art results over both existing model-based and model-free methods, demonstrating a scalable and effective solution for prompt-driven animal 3D reconstruction in the wild.
May 8, 2026cs.CV

High-Fidelity Surface Splatting-Based 3D Reconstruction from Multi-View Images

Multi-view mesh reconstruction remains a core challenge in computer graphics and vision, especially for recovering high-frequency geometry from sparse observations. Recent methods such as 3D Gaussian Splatting (3DGS) and Neural Radiance Fields (NeRF) rely on post-processing for mesh extraction, thereby limiting joint optimization of geometry and appearance. Implicit Moving Least Squares (IMLS) instead enables direct conversion of point clouds into signed distance and texture fields, supporting end-to-end reconstruction and rendering. However, existing IMLS formulations use exponential kernels that struggle with high-frequency detail. We introduce a compact polynomial kernel with local support and greater flexibility, allowing better control over frequency content and improved geometric fidelity. To further enhance fine details, we incorporate stochastic regularization with Laplacian filtering. Together, these improve the preservation of high-frequency structure while maintaining stable optimization. Experiments show state-of-the-art performance in both surface reconstruction and rendering, yielding more accurate geometry and sharper visuals from multi-view data.
May 6, 2026cs.CV

Tamaththul3D: High-Fidelity 3D Saudi Sign Language Avatars from Monocular Video

Existing 3D sign language avatar reconstruction methods are developed and evaluated exclusively on Western sign languages, and no 3D parametric annotations exist for any Arabic Sign Language dataset, a gap that blocks the development of avatar-based accessibility applications for the Arab Deaf community. We release the first SMPL-X parametric annotations for the Ishara-500 Saudi Sign Language dataset, enabling quantitative evaluation and downstream sign language generation for Arabic Sign Language. We introduce Tamaththul3D, a reconstruction pipeline that aligns hand and body estimates through geometric inverse kinematics on the forearm chain followed by 2D-supervised shoulder refinement. The closed-form integration is decoupled from the specific choice of body and hand estimators: any SMPL-X-compatible body estimator and any MANO-compatible hand estimator can be substituted, as we demonstrate by swapping each module independently. Tamaththul3D achieves up to 32% lower hand error than prior methods, runs 32x faster than the strongest baseline, and generalizes across five typologically distinct sign languages without dataset-specific adaptation.
May 6, 2026cs.CV

Anny-Fit: All-Age Human Mesh Recovery

Recovering 3D human pose and shape from a single image remains a cornerstone of human-centric vision, yet most methods assume adult subjects and optimize each person independently. These assumptions fail in real-world, all-age scenes, where body proportions and depth must be resolved jointly. We introduce Anny-Fit, a multi-person, camera-space optimization framework for all-age 3D human mesh recovery (HMR). Unlike existing per-person fitting methods, Anny-Fit jointly optimizes all individuals directly in the camera coordinate system, enforcing global spatial consistency. At the core of our approach is the use of multiple forms of expert knowledge -- including metric depth maps, instance segmentation, 2D keypoints, and, VLM-derived semantic attributes such as age and gender -- each obtained from dedicated off-the-shelf networks. These complementary signals jointly guide the optimization, constraining the depth-scale ambiguity characteristic of all-age scenes. Across diverse datasets, Anny-Fit consistently improves 2D reprojection accuracy (+13 to 16), relative depth ordering (+6 to 7), 3D estimation error (-9 to -29) and shape estimation (+25 to +82), producing more coherent scenes. Finally, we show that VLM-based semantic knowledge can be distilled into an HMR model via the pseudo-ground-truth annotations produced by Anny-Fit on training data, enabling it to learn semantically meaningful shape parameters while improving HMR performance. Our approach bridges adult-only and all-age modeling by enabling zero-shot adaptation of adult-trained HMR pipelines to the full age spectrum without retraining. Code is publicly available at https://github.com/naver/anny-fit.