3D Reconstruction
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82 papers in the last four weeks, up 134% on the four weeks before. 0.5% of all new papers.
Latest papers 608
Inverse rendering of urban scenes from captured videos enables numerous applications, including content creation and autonomous driving simulation. Physically-based rendering methods follow and control lighting physics, but suffer from reconstruction and rendering artifacts. While generative models produce realistic videos, they offer limited consistency and controllability. We present BRDFusion, a unified framework that combines two complementary models for inverse and forward rendering. Specifically, BRDFusion recovers explicit, consistent scene properties with physical modeling and alleviates optimization ambiguity with generative priors. During forward rendering, the physical model provides controllable rendering from the scene configuration, and the generative model denoises and fixes artifacts. Therefore, our method produces high-quality videos while allowing precise control, outperforming baselines in real and synthetic scenes. Moreover, BRDFusion supports novel-view relighting, night simulation, and dynamic object insertion/editing. Project page: https://shigon255.github.io/brdfusion-page/
MVM-IOD: An Industrial Object-Centric Benchmark Dataset for the Evaluation of 3D Reconstruction Methods
3D object reconstruction, and camera pose estimation in industrial applications are challenging tasks, as errors are costly while the computation time is often limited. The complexity of typical industrial objects further complicates these tasks. Most of the existing datasets in this context do not depict realistic industrial scenarios. Therefore, we introduce the Machine Vision Metrology Industrial Object Dataset (MVM-IOD). Images of typical industrial objects are captured systematically, by moving a camera, mounted at the end effector of an industrial robot arm, on a hemisphere around the objects. MVM-IOD contains reference camera poses and reference 3D point clouds, the acquired RGB images of 9 objects and 2 background choices resulting in 18 scenes, which allows evaluation of all image based methods that compute a 3D reconstruction, camera poses, or novel views of a scene. Based on MVM-IOD, we extensively evaluate current SOTA 3D reconstruction and camera pose estimation methods, such as Structure from Motion, Multi-View Stereo, recent feed forward methods (Visual Geometry Grounded Transformer, π3), and 2D Gaussian Splatting and report our findings as a baseline for future research. The experiments show that capture setups like ours generate out-of distribution images for feed forward methods, leading to suboptimal point clouds and camera poses. However, these out-of-distribution images can be shifted closer to the training distribution by applying simple preprocessing steps. Consequently, in certain industrial applications, feed forward methods should be used with caution.
Uncertainty Quality of VGGT: An Analysis on the DTU Benchmark Dataset
Visual Geometry Grounded Transformer (VGGT) has already attracted a great deal of attention in a short period of time, not least due to the Best Paper Award at CVPR-2025. Similar to DUSt3R and MASt3R, VGGT aims to bring about a paradigm shift by replacing established methods like bundle adjustment and feature matching with a simple, unified, feed-forward neural network that predicts camera poses, depth maps, and dense 3D structure directly from multiple images of a scene in a few seconds. A key aspect is its ability to process an arbitrary number of views consistently in a single forward pass without any post-processing or iterative optimization. For photogrammetry, this opens new possibilities for real-time, scalable, and accessible 3D reconstruction. In this context, not only high reconstruction accuracy but also high-quality uncertainty estimates are crucial, as they foster trust and enable robust quality assurance. This paper therefore investigates the quality of VGGT's uncertainty predictions. The analysis identifies an effective confidence threshold for filtering VGGT's raw output and demonstrates that enhancing uncertainty quality holds strong potential for improving the accuracy of its 3D reconstructions.
PointDiffusion: Diffusion-Based Scene Completion in the Point Cloud Domain
Reconstructing dense 3D scenes from sparse LiDAR point clouds is a fundamental challenge in autonomous driving, where latent diffusion models offer a promising solution. However, existing approaches rely on object-level autoencoders that collapse into unstable global representations at outdoor scale and suffer from ground truth data corrupted by odometry drift that systematically degrades supervision quality. Furthermore, multi-step diffusion inference incurs prohibitive latency for real-time deployment. We propose a novel multi-token Gaussian VAE with cross-attention pooling for stable scene-scale LiDAR compression, combined with an anchor-based ICP ground truth refinement pipeline that eliminates drift-induced noise from training supervision. Together, these components enable a scaffold-free single-step diffusion completion model that achieves an approximately 16x reduction in squared Chamfer distance on SemanticKITTI seq. 08 (0.396 m^2 to 0.024 m^2), surpasses LiDiff and ScoreLiDAR by 17-19% and 10-11%, respectively, and operates at 25-143x lower inference latency. Our results demonstrate that data quality dominates model design in this regime and that multi-token latent spaces provide a stable first stage for latent diffusion-based scene completion.
VEPHand: View-Efficient Photometric Hand Performance Capture at Scale
Robust, high-fidelity 3D hand capture, while fundamental to digital human creation, remains challenging with practical multi-view systems that balance rich photometry with the geometric ambiguities of reconstruction arising from limited viewpoint density. This paper presents an end-to-end pipeline for dynamic hand performance capture and registration, specifically designed for view-efficient setups (20 views). We address key challenges with two primary innovations. First, to overcome reconstruction difficulties like limited view overlap and background clutter, our mask-free neural method robustly extracts detailed hand geometry and appearance from unmasked images using scene parameterization and scenario-specific density regularization. Second, addressing registration challenges such as accurately capturing non-linear skin deformations and ensuring plausible results during severe self-contact, we propose a physics-inspired framework. It aligns reconstructions to a personalized hand model by optimizing intrinsic volumetric offsets within its canonical tetrahedral mesh, alongside pose parameters. This approach, supported by robust losses and optimization, captures fine surface deformations, ensures plausible results under severe articulation and self-contact, and demonstrates strong tolerance to input noise. We demonstrate the scalability and robustness of our automated pipeline on an extensive dataset of over 12,000 sequences, from which we also derive a large-scale, high-quality synthetic 2D/3D hand dataset for training downstream tasks. This showcases its effectiveness for single hands, intricate two-hand interactions, and natural hand-object manipulations. Our method achieves state-of-the-art reconstruction fidelity in view-efficient, unmasked scenarios and highly accurate registration. Our project page are available at https://vephand.github.io/.
HairLRM: Strand-based Hair Modeling via Large Reconstruction Models
The fundamental limitation of traditional strand-based modeling is not simply data scarcity, but the ill-posedness of inferring complex 3D fields from 2D imagery without structural constraints. This unconstrained regression leads to catastrophic failures in resolving both global occlusion (e.g., in ponytails) and local directionality (e.g., in curls), resulting in over-smoothed, plausible-but-incorrect geometries. To resolve this, we integrate the strong geometric priors of Large Reconstruction Models (LRMs) into the strand generation pipeline. Using the LRM mesh as a structural anchor, we employ a novel Dual Orientation AutoEncoder to lift coarse geometry into high-fidelity strands. By resolving vector field singularities through latent-space optimization and surface-guided refinement, our method effectively disentangles complex topological structures, setting a new benchmark for robustness and accuracy in hair reconstruction.
Diagnosing Shape-Prior Shortcuts in Long-Range Single-Shot Fringe Projection Profilometry
Learning-based single-shot fringe projection profilometry (FPP) has been studied almost entirely at close range, and the networks used are evaluated only on aggregate error, leaving open whether they recover depth from fringe phase or from object-level shape cues that correlate with depth. This paper diagnoses that question mechanistically in the long-range regime (standoff beyond 1 m). Using FPP-ML-Bench, an open photorealistic synthetic benchmark (15,600 fringe images, 50 objects at 1.5--2.1 m), we first formalize why the single-shot fringe-to-depth mapping is more severely ill-posed at long range: it is non-injective without fringe-order information, and the depth error from an incorrect fringe order grows as in the working distance. Systematic ablations, extended with a multi-frame study, establish a best UNet baseline at 14.54 mm object mean absolute error (MAE), 18% of the 80 mm object depth range, with only a 1.9 spread across four architectures, indicating a representational rather than a capacity-bound limit. A mechanistic interpretability study, the first applied to an FPP network, localizes the cause: linear probing shows edges are 2.82 more decodable than depth, Grad-CAM shows attention favoring boundaries over fringes by 1.28, and an in-range flat-plane test collapses a featureless plane to background depth despite valid fringes. The baseline solves the task via object-boundary shape priors rather than fringe-phase decoding. Because the shortcut is a hypothesis-space property, additional data or larger models will not remove it, motivating an architectural repair that removes the shape-prior solution by construction.
Instruct-Particulate: Scaling Feed-Forward 3D Object Articulation with Kinematic Control
Reconstructing articulated 3D objects is important for animation, gaming, and robotic simulations. Recent neural networks can estimate the articulated structure of 3D objects, but their generalization remains limited by the scarcity of annotated data for this task. To address this gap, we introduce Instruct-Particulate, a model that takes a 3D mesh together with a target kinematic specification, including part descriptions, connectivity, joint types, and optional point prompts, and predicts the corresponding kinematic part segmentation and joint motion parameters. The kinematic specification disambiguates the task and allows the model to target annotations of different granularity, thereby making it possible to use more abundant heterogeneous training data. At test time, the kinematic specification can be obtained automatically from large-scale vision-language models, so the model can be applied to any input mesh. To train our model at scale, we construct a heterogeneous dataset of more than 150,000 articulated 3D objects, extending existing publicly available collections with data obtained by partially labelling other 3D models (monolithic or already decomposed into parts) with kinematic labels by means of vision-language models. Experiments show that our model generalizes better across categories and to AI-generated meshes, enabling articulated asset reconstruction from real-world images via image-to-3D models.
MooMIns -- Monocular 3D Reconstruction and Object Pose Estimation from Multiple Instances
Simultaneous 3D reconstruction and 6D object pose estimation from a single monocular image is an inherently ill-posed problem. In industrial settings, however, multiple instances of an object are often randomly arranged in bins, implicitly providing several views of the same object within a single image. We show that this implicit multi-view geometry can be exploited to simultaneously reconstruct the object in 3D and estimate the 6D pose of each visible object instance. We present MooMIns, a new Gaussian-splatting-based approach that inverts the original Gaussian splatting formulation: instead of rendering a single scene from multiple cameras, we render multiple object instances from a single camera. Our method is initialized with SAM3 instance segmentation masks and a modified Structure from Motion (SfM) pipeline. In contrast to learned monocular depth estimation, we perform true geometry-based reconstruction from image evidence, avoiding hallucinations caused by training data priors. We evaluate MooMIns on synthetic and real bin-picking scenarios, and demonstrate accurate reconstruction of previously unseen objects as well as reliable pose estimation of individual instance
Point Cloud Upsampling through Patch-based Frequency Superposition
In recent years, neural networks have become the dominant models in most point cloud upsampling methods. Although these approaches are achieving good results, they do have drawbacks, such as a lack of interpretability and data dependency. Moreover, they have to be trained on a dataset that is similar to the test data in order to perform well. To avoid these disadvantages, we propose Point Cloud Upsampling through Patch-based Frequency Superposition (PUtPFS), an optimization-based approach that selects subsets of points and estimates the surface of this set through superpositioning spatial frequencies. Then, new points are placed on this surface. By successively selecting points in the least dense regions of the point cloud, a uniform upsampling can be reached. With this method, we surpass the current best upsampling results in the commonly considered point-to-surface distance. Furthermore, we achieve the best Chamfer and Hausdorff distance among the optimization-based approaches. As an additional advantage, our method does not need any training data and is mathematically interpretable.
More with LESS -- Local Scene Representations for Tactile Imaging
Tactile imaging seeks to reconstruct the internal structure of soft objects through touch sensing, with applications in medical diagnosis and robotic manipulation. Recent self-supervised learning approaches have shown promising results, but rely on global, unstructured representations and robot-controlled sensing, limiting generalization and practical use. We propose Local Encoder for Spatial Sensing (LESS), an object-centric tactile representation that exploits the local nature of touch. The tactile scene is modeled as a grid of recurrent encoders with local receptive fields, whose states are fused to reconstruct 2D or 3D images of internal structure. This compositional design enables strong generalization: models trained on single-inclusion phantoms accurately image objects with multiple inclusions and varying sizes. The local structure further supports spatial uncertainty estimation. In addition, we enable hand-held tactile imaging via external pose tracking and human-like palpation data, and extend tactile imaging to full 3D reconstruction.
S23DR 2026: End-to-End 3D Wireframe Prediction via DETR-Style Set Prediction with Contrastive Denoising
We present WireframeDETR, our submission to the Structured Semantic 3D Reconstruction (S23DR) 2026 Challenge, which requires predicting a 3D building wireframe from multi-view COLMAP point clouds. Our method applies DETR-style set prediction directly to 3D point clouds, producing wireframes as sets of edge coordinate pairs without any intermediate vertex detection stage. We introduce three technical contributions: (1) contrastive denoising training that stabilises noisy Hungarian matching in early epochs; (2) a multi-scale encoder that aggregates the last encoder layer outputs via learned scalar weights; and (3) progressive auxiliary loss weighting that concentrates gradient signal on the decoder layers that most benefit from it. Our model achieves a public test HSS of 0.575 (F1~=0.664, IoU=~0.516) and a best validation HSS of 0.534 on the cleaned val split.
SplatlessDF: Continuous Distance Field Mapping with Non-Splatting Gaussians
Recent Gaussian splatting (GS) methods have shown that scenes can be represented efficiently with optimisable Gaussians for high-quality reconstruction and rendering. In this paper, building on this principle, we introduce SplatlessDF, a continuous distance field (DF) mapping framework that uses anisotropic Gaussian elements from a spatial rather than photometric perspective. SplatlessDF directly parameterises the Gaussians and optimises to recover a differentiable DF, enabling distances and gradients to be queried in the spatial domain for downstream robotic tasks such as navigation. Furthermore, SplatlessDF can be coupled with 2D Gaussian splatting (2DGS), providing a unified framework based solely on Gaussian primitives that can learn continuous DF and surface models and supports photometric rendering. We consider two settings: a standalone DF-only formulation and a joint DF-rendering formulation coupled with 2DGS. Experiments show that the standalone formulation provides efficient and accurate distance and gradient queries, while the joint formulation improves rendering geometry and simultaneously models a continuous DF. These results highlight the potential of GS-style representations not only for surface modelling and rendering but also for mapping representations suited to robotic navigation.
World Tracing: Generative Pixel-Aligned Geometry Beyond the Visible
Image-to-3D methods often trade off faithfulness and completeness: depth estimators are anchored to input pixels but stop at the visible surface, while image-to-3D models generate complete shapes that are often misaligned with the input. We introduce World Tracing, a generative pixel-aligned geometry representation that predicts 3D points aligned with observed pixels while completing geometry beyond the visible surface. For each input pixel, World Tracing predicts an ordered stack of camera-space 3D points, where the first layer represents the visible surface and subsequent layers represent front-to-back intersections with occluded surfaces. We instantiate this representation with a world-tracing diffusion transformer, WT-DiT, which treats multiple geometry layers as separate denoising tokens coupled through factorized and global attention. WT-DiT is trained with pixel-space flow matching and a mixed noise schedule that balances visible-surface reconstruction with occluded-geometry generation. World Tracing achieves strong performance on visible-surface reconstruction and complete geometry generation across object, scene, and dynamic benchmarks, outperforming both depth predictors and image-to-3D generators. It also preserves 2D-to-3D correspondence, enabling text-driven 3D scene editing, geometry-conditioned novel-view video synthesis, and training-free integration with textured-mesh generators.
Surflo: Consistent 3D Surface Flow Model with Global State
Geometry is invariant to viewpoint, which makes any collection of images a redundant encoding of a single 3D state. Existing feed-forward reconstruction models fail to exploit this: per-view methods emit overlapping, unaligned pointmaps that grow linearly with input count, while global-latent methods commit to a fixed, low-resolution output. We introduce Surflo, which compresses a variable number of unposed RGB views into K latent tokens-one global state-and decodes oriented 3D surface points by independently transporting them from noise onto the surface via flow matching. This frees the output from any fixed grid or token budget: the same latent yields from a few thousand to a million points in a single forward pass. To suppress the local inconsistencies inherent to independent per-point decoding, an inference-time guidance term correlates nearby points by injecting a photometric gradient during ODE integration. Surflo matches or surpasses feed-forward baselines on surface metrics, runs an order of magnitude faster than optimization-based methods that require hundreds of views, and is the only feed-forward approach to combine a global latent with arbitrary-resolution decoding.
Transformer-Guided Graph Attention for Direct Cardiac Mesh Reconstruction: A Structural Digital Twin Framework
Building patient-specific cardiac models sits at the heart of precision cardiology, yet getting those models into clinical use keeps running into the same wall: mesh generation is slow, messy, and frustrating. The standard workflow -- segmenting the image, running Marching Cubes, and then manually cleaning up the result -- is time-consuming, inconsistent across operators, and demands specialist knowledge most clinical teams do not have. We take a fundamentally different approach. Instead of treating segmentation and mesh generation as two separate problems, we train a single end-to-end network that goes directly from a raw 3D medical image to a smooth, simulation-ready cardiac surface mesh. The core is a 3D Swin Transformer encoder-decoder that extracts volumetric features from CT or MRI volumes, paired with a Graph Attention Network (GAT) head that iteratively deforms a template mesh to fit the patient's cardiac boundary. We tested on the MM-WHS 2017 benchmark using both CT and MRI. Segmentation scores were competitive (Dice of 0.84 on CT, 0.83 on MRI), but the primary focus is mesh quality: mean Chamfer distance of 1.8 mm, with 95th-percentile surface distance below 5 mm. Every mesh is produced in a single forward pass -- no Marching Cubes, no smoothing filters, no manual cleanup. We argue that for cardiac digital twin pipelines, geometric fidelity and topological correctness matter more than pixel-level Dice scores. By removing the post-processing bottleneck, this approach makes patient-specific cardiac simulation substantially more accessible for clinical use.
DynaTok: Token-Based 4D Reconstruction from Partial Point Clouds
We address 4D reconstruction from partial point cloud sequences, where depth-sensor observations are incomplete, unordered, and lack explicit temporal correspondences. This geometry-only setting is challenging due to missing observations and ambiguous dynamics. While recent progress has largely relied on image-based methods, existing point-based approaches typically focus on single objects, assume relatively complete inputs, or require explicit correspondences. To address these limitations, we propose DynaTok, a point-based framework for correspondence-free 4D reconstruction from partial point cloud sequences without images. DynaTok encodes frames into compact latent tokens, aggregates incomplete observations over time with a Transformer-based spatiotemporal encoder, and decouples geometry and motion through residual tokens in a unified model. A flow-matching decoder then reconstructs complete, temporally consistent 4D point-cloud sequences conditioned on the latent tokens. Experiments on object- and scene-level benchmarks demonstrate improved reconstruction quality and temporal coherence from partial point cloud observations. Project page: https://wrchen530.github.io/dynatok/.
Spatially Coupled Phase-to-Depth Calibration for Fringe Projection Profilometry
In fringe projection profilometry (FPP), depth is commonly recovered by fitting a phase-to-depth relation independently at each camera pixel. Although such pixel-wise calibration achieves high local accuracy, neighboring pixels can acquire markedly different calibration functions even when they observe the same smooth surface, producing spatially inconsistent geometry and structured surface artifacts. We propose a spatially coupled phase-depth transformation in which all pixels share a single low-dimensional mapping-global phase scalars combined with affine spatial terms on the undistorted reference-camera grid-rather than independent per-pixel fits, optionally augmented by a bounded, spatially smooth correction field. We further introduce a native-grid pairing scheme that constructs phase-depth calibration pairs directly on the reference-camera grid: when depth supervision comes from a rectified active-stereo pipeline, planes are fitted in stereo 3D and sampled back onto the camera grid along native rays, so the phase maps are never rectified. On a dental target with high-resolution scanner ground truth, the proposed model attains point-to-surface RMSE comparable to an active-stereo reference (about 12μm aggregate) while substantially improving spatial coherence over pixel-wise polynomial and rational calibration, and reduces the runtime mapping to a few element-wise operations per pixel with negligible parameter storage.
DarkVGGT: Seeing Through Darkness Using Thermal Geometry without Daylight Tax
Recent feed-forward 3D reconstruction methods have demonstrated strong performance and flexibility in efficient end-to-end scene geometry estimation from image streams. However, their reliance on visible-light appearance makes them vulnerable in dark and low-visibility environments, where RGB cues are severely degraded and geometric evidence becomes ambiguous. To address this challenge, we propose DarkVGGT, an RGB-T feed-forward geometry framework that uses physics-aware thermal modeling for robust 3D estimation in low-light scenes. DarkVGGT introduces two complementary modules. First, physics-inspired thermal factorization extracts emissive-dominant, geometry-consistent thermal cues while isolating sparse reflective residuals that may introduce geometric ambiguity. Second, geometry-shared thermal routing isolates modality-invariant geometric structures from thermal-specific patterns, selectively injecting reliability-aware structural guidance into the RGB stream. Together, these components enable accurate thermal-informed geometry estimation under degraded RGB conditions while largely preserving performance in well-lit environments. Experiments on low-visibility RGB-T benchmarks demonstrate consistent improvements in both depth and camera pose estimation over existing feed-forward geometry baselines.
3D-CoS: A New 3D Reconstruction Paradigm Based on VLM Code Synthesis
Most recent 3D reconstruction and editing systems operate on implicit and explicit representations such as NeRF, point clouds, or meshes. While these representations enable high-fidelity rendering, they are fundamentally low-level and hard to control programmatically. In contrast, we propose and systematically evaluate a new 3D reconstruction paradigm, 3D Code Synthesis (3D-CoS), where 3D assets are constructed as executable Blender code, a programmatic and interpretable medium. To assess how well current VLMs can use code to represent 3D objects, we evaluate representative open-source and closed-source VLMs in code-based reconstruction under a unified protocol. We further introduce a suite of structured code-synthesis workflows, including blueprint-based planning, Retrieval-Augmented Generation (RAG) over Blender API documentation, few-shot geometric demonstrations, and a component-level Agent workflow for part-wise code generation. To demonstrate the unique advantages of this representation, we further evaluate localized text-driven modifications and compare our code-based edits with a point-cloud-based 3D editing baseline. Our study shows that code as a 3D representation offers strong controllability and locality, yielding stronger edit fidelity and better preservation of unedited regions in our targeted editing evaluation. Our work also analyzes the potential of this paradigm, delineates the current capability frontier of VLMs for programmatic 3D modeling, and highlights code synthesis as a promising direction for editable 3D reconstruction.
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.
ABot-Earth 0.5: Generative 3D Earth Model
We present ABot-Earth 0.5, a generative 3D framework designed to synthesize vast, seamless 3D environments from ubiquitous, geospatially referenced satellite imagery. To achieve this, we propose a novel generative model formulated directly with the 3D Gaussian Splatting (3DGS) representation. The model is trained on a diverse corpus of existing real-world urban reconstructions, learning to generate realistic geometry and textures. At inference, it synthesizes novel 3D scenes conditioned solely on satellite imagery at a scalable rate of under 10 minutes per square kilometer, while demonstrating exceptional realism. The framework is designed for accessibility, with integrated hierarchical level-of-detail (LOD) structures that permit real-time, interactive visualization on web-based map engines. This high-fidelity simulation sandbox effectively mitigates the sim-to-real domain gap, enabling critical downstream Embodied AI applications like closed-loop UAV navigation. By providing an ultra-low-cost and high-efficiency solution, ABot-Earth 0.5 significantly lowers the technical and financial barriers to large-scale 3D reconstruction and empowers the future of global digital earth visualization.
GraspFoM: Towards Reconstruction-Driven Robotic Grasping with 3D Foundation Priors
Robotic grasping is a fundamental capability in robotic manipulation. Yet grasping remains challenging under partial observations. Reliable grasping depends on both local contact cues and object-level 3D structure. Existing geometry-aware grasping methods recognize the value of reconstruction, but they typically treat geometry as an intermediate prediction rather than a reusable object prior for grasping. In this paper, we present GraspFoM, a unified framework that leverages 3D foundation priors (SAM3D) to build a shared 3D object latent for both reconstruction and grasp pose prediction. Built on this shared object latent, we introduce an anchor-initialized truncated pose-reasoning diffuser that predicts continuous and multimodal grasp poses without directly relying on discrete grasp candidates. We further investigate the interaction between reconstruction and grasping through a reconstruction-aware scorer and a residual latent updater. Reconstruction provides grounded geometric cues, while grasp supervision refines the shared object latent toward grasp-relevant affordances. GraspFoM jointly predicts grasp poses and reconstructs high-fidelity 3D assets in mesh and 3DGS forms. Comprehensive experiments demonstrate that GraspFoM achieves state-of-the-art results on both reconstruction and grasping. Notably, these improvements require only a small number of additional trainable parameters. Component-wise ablation studies also demonstrate the contribution of each component.
Empowering Feed-Forward Reconstruction Models with Metric Scale via Satellite Images
Feed-forward 3D reconstruction models have recently shown strong generalization across diverse scenes, yet most of them recover geometry only up to an unknown global scale. This scale ambiguity limits their use in applications that require metric understanding of the environment. Existing metric reconstruction methods commonly rely on large-scale metric annotations or accurate camera calibration, both of which are costly or unreliable in many real-world settings. We propose a satellite-guided framework for resolving scale ambiguity in feed-forward 3D reconstruction. The key idea is to use readily available satellite imagery as a global metric reference. Given a coarse camera pose, our method retrieves a local satellite patch and integrates it with a feed-forward reconstruction backbone through bidirectional cross-view interaction. By enforcing consistency between the reconstructed scene and the satellite reference, the model infers absolute scale, refines scene geometry, and estimates camera pose in a metric coordinate frame. Experiments on KITTI, nuScenes, and Oxford RobotCar show consistent improvements in metric depth estimation, multi-view point-cloud reconstruction, and cross-view camera localization, while preserving strong generalization across datasets and geographic regions.
Wispy to Voluminous: Prior-free Multi-view Capture of Strand-level Facial Hair
Facial hair is a defining trait of personal identity, yet remains a critical bottleneck for digital avatars. Recent volumetric methods achieve photorealism but bake hair into the underlying face geometry, preventing editability and failing to resolve sparse, strand-like structures. Meanwhile, scalp-hair reconstruction methods target dense hair volumes and do not transfer to the sparse, spatially-varying nature of facial hair. We present a pipeline that automatically reconstructs facial hair -- beard, mustache, lashes, and brows -- from multi-view images, converting an unstructured 3D Gaussian representation into an explicit curve-based strand representation. We resolve geometric ambiguities in four stages: (i) optimizing 3D Gaussians constrained by tracked head geometry to enforce early ray termination and suppress sub-surface noise; (ii) tracing continuous strands robust to frequent crossings and extreme curvature; (iii) grounding strands to the surface and resolving root-tip ambiguity via a physically-motivated prior; and (iv) refining the reconstruction through opacity-driven density control under photometric optimization. To our knowledge, this is the first method to reconstruct high-fidelity facial hair strands from a 3D Gaussian representation. The recovered strands faithfully preserve the orientation and sparsity patterns characteristic of facial hair, and yield assets immediately suitable for downstream production tasks, including facial animation and physical simulation, geometric grooming and transfer, appearance editing, and physics-based rendering.
LEGS: Laplacian-Enhanced Gaussian Splatting with a Nonlinear Weighted Loss
3D Gaussian Splatting (3DGS) has become an efficient explicit representation for radiance field reconstruction and real-time novel view synthesis. However, its standard photometric loss treats flat and structure-rich regions similarly, which may limit the recovery of sharp contours and fine details. Edge-Guided Gaussian Splatting (EGGS) improves structure awareness through edge-guided weighting, but mainly relies on first-order gradient responses and linear weighting. In this paper, we propose LEGS, a Laplacian-Enhanced Gaussian Splatting method with a nonlinearly weighted loss. LEGS replaces first-order gradient guidance with second-order Laplacian structural guidance and maps the normalized Laplacian response into pixel-wise weights through nonlinear response-to-weight functions. The proposed loss improves structure-aware Gaussian optimization while keeping the original 3DGS rendering pipeline unchanged. Experiments on the full Tanks&Temples and Mip-NeRF360 datasets show that LEGS improves peak signal-to-noise ratio (PSNR) by up to 1.68 dB over 3DGS and up to 0.52 dB over EGGS. Incorporating the proposed second-order nonlinear weighting strategy into FastGS and FasterGS further improves PSNR by up to 1.69 dB, demonstrating its effectiveness as a general loss-level extension for Gaussian Splatting pipelines with potential applications in AR/VR, immersive visualization, and real-time 3D content generation.
3D Oral Modelling with Improved Vertex Distribution Using Matching-Based Learning
In our previous work, a deep learning-based framework for 3D intraoral reconstruction was proposed. The model directly predicts explicit 3D point cloud coordinates from ten fixed-angle intraoral images, employing MobileNetV2 and Multi-head Attention for multi-view feature fusion, with a combined L1 Loss and Chamfer Distance as the loss function. Although the model achieved an accuracy of 77.49%, predicted vertices tended to concentrate in high-density regions of the ground truth, leaving other regions largely uncovered. In this paper, an improved loss function is proposed to address this limitation. Hungarian matching with filtering and Repulsion Loss are introduced to enforce more uniform vertex distribution across the reconstructed model. The proposed model achieves an accuracy of 68.02%, which is numerically lower than the previous model. However, the vertex clustering issue observed in the prior work is substantially alleviated, with predicted vertices distributed more evenly across the entire reconstructed surface.
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.
ExMesh: Explicit Mesh Reconstruction with Topology Adaptation
Reconstructing surface meshes from multi-view images has remained a core challenge in recent years. Most existing methods, whether implicit or explicit, depend on intermediate representations and post-processing steps like Marching Cubes or TSDF fusion, often resulting in artifacts and fragmented geometry. Directly optimizing explicit meshes is a promising approach. However, it presents two critical challenges. The first is how to adaptively refine mesh topology to capture detail without introducing degenerate faces. The second is how to maintain consistent UV coordinates for high-fidelity texturing as the mesh structure evolves. To overcome these, we propose ExMesh, a novel framework that directly optimizes explicit meshes by integrating differentiable optimization with discrete topology updates. Specifically, we introduce an adaptive vertex splitting and merging strategy, along with real-time UV maintenance, to enable coarse-to-fine optimization while preserving geometric integrity. To our knowledge, ExMesh is the first framework to seamlessly integrate discrete topology operations into a continuous differentiable optimization pipeline. Extensive experiments demonstrate that ExMesh achieves a balance among accuracy, computational efficiency, and mesh conciseness.
S23DR 2026 Winning Solution
This text presents the winning solution to the S23DR 2026 challenge for structured 3D wireframe reconstruction from sparse SfM, fitted depth, and semantic segmentations. The method treats vertices as a conditional set and denoises 64 vertex tokens with a flow-matching DiT conditioned on Perceiver-style scene tokens. A global pass predicts the coarse structure, a hull-cropped second pass refines it, and a small multi-sample consensus step keeps the stochastic sampler well behaved. The final system ranked first on the private leaderboard, achievingHSS = 0.654.